Few events in Creation are rarer or more portentous than a solar eclipse. The sun, the moon, and the stars share the sky, united in a grand display of celestial harmony. It is the duty of the Eclipse Caste to bring such harmony to the rest of Creation. As diplomats, they travel to the far reaches of the world—and beyond—braving the wilds and treating with strange peoples. The treaties they forge help bind the world together, encouraging the exchange of both riches and ideas. As ministers, they run cartels and nations with skill and aplomb, expanding their interests far and wide. As explorers, they seek out new opportunities for themselves, their Circlemates, and Creation. Regardless of his surroundings, an Eclipse is confident, versatile, and eager to rise to any challenge.
The Eclipses of the First Age kept the enormous Old Realm running at peak efficiency, ensuring that its bureaucracies were swift and fair. They traveled the length and breadth of Creation as goodwill ambassadors, fostering understanding between disparate peoples. Their journeys took them into dream-courts of the Fair Folk, the silent halls of the dead, and even the maddened
streets of Hell. They forged alliances between spirits and men, bonds of trust and mutual profit. In the face of Dragon-Blooded treachery, the Eclipses turned to their allies for shelter and
protection, but the usurpers’ influence reached far and wide; faced with betrayal at every turn, the Eclipses fought for their lives, and lost.
Harmony and understanding are rarities in the Age of Sorrows. The Crowned Suns have returned to a world wracked by centuries of strife, where treachery and duplicity are commonplace. Undaunted, they have begun to rebuild what was lost, ending wars and forging alliances. They broker agreements between gods and men, pacify faeries with ancient stories, and even act as ambassadors for the living in the land of the dead. All the while, the Eclipses seek out remnants of the First Age—living or otherwise—to integrate into the framework of society. Lost peoples and ancient wonders hide in the wilds of Creation, and the Eclipses are eager to find them.
Eclipses are people-savvy—they might be the sort who make friends everywhere they go, or they might simply be keen students of the human condition. A wizened society matron is as likely to become an Eclipse as a well-traveled merchant or a cunning diplomat. Eclipses are often the public face of their Circle, negotiating on its behalf and representing its interests. Their
adaptability and knowledge of the world makes them an invaluable asset, whether the Circle is acclimating to the mannerisms of a foreign court or trekking through the jungle in search of a First Age ruin.
Anima Banner: The Eclipse Caste Mark is a disk within a circle, both of brilliant gold. Their animas resemble the corona of the sun during an eclipse—brilliant whites and golds, sparkling at the core and growing filmy and diaphanous at the edges.
Anima Effects: During an eclipse, the Unconquered Sun stands surrounded by all the splendor of Heaven—he and the world join together to create the mightiest of omens. The Eclipse Caste is likewise given sanction to command the glory of the world, and to bind it together in the cause of righteousness. See page XX for details.
Caste Abilities: An Eclipse is as home in the court as he is in the wilds, prepared to speak with men and spirits alike as he blazes new trails. Members of this Caste show talent for Bureaucracy, Larceny, Linguistics, Occult, Presence, Ride, Sail, and Socialize.
Associations: The period of Calibration, the gibbous moon, the Maiden of Journeys, the color of silver, the Center, the element of Air.
Sobriquets: Crowned Suns, Harmonious Voices, Wheels of Peace, Solar Winds, Quicksilver Falcons, Quills of Heaven, Heaven's Voices, the Deceivers (derogatory).
Concepts: Translator, ambitious young noble, village shaman, diplomat, merchant prince, adventurous sailor, royal advisor, gentleman explorer, speaker-to-gods, professional courier, government minister.
The Deceivers
In Immaculate fables, the empire of the Anathema was built on lies, and these monsters were its architects. Their honeyed tongues could convince men to abandon virtue and give themselves willingly to depravity. For centuries, they kept their slaves in a fog of lies, calling blasphemy art and murder justice. When the Dragon-Blooded rose up, they drove these Anathema into the wilderness and
hunted them down like the animals they were. The fruits of their wickedness have forever branded them the Deceivers.
[BEGIN QUOTE]
I know your people are suspicious of outsiders. I don’t blame you. But hear me out and you’ll see what you have to gain. We can help.
[END QUOTE]
[END ECLIPSE TWO-PAGE SPREAD]
Attributes
Attributes represent a character’s innate aptitudes and talents—the raw capacity of his mind or body rather than any learned skill or cultivated technique. Attributes are divided into three classes: Physical, Mental, and Social. The Physical Attributes of Strength, Dexterity, and Stamina reflect the raw potential of the character’s body. The Social Attributes of Charisma,
Manipulation, and Appearance define his innate ability to sway and influence others. The Mental Attributes of Perception, Intelligence, and Wits embody the intellectual and intuitive faculties of the character’s mind.
For mortal and Exalted characters, Attributes are rated on a scale of one to five dots. [BEGIN TABLE]
Attribute Rating Meaning
• The character’s Attribute is on the low end of the human average, or worse.
•• The character’s Attribute is on the upper end of the human average—not remarkable, but what an ordinary person might be expected to have
••• The character’s Attribute is a talent, visibly outstanding to others—he is “strong” or “smart” or “charismatic.”
•••• The character’s Attribute is truly extraordinary, putting even other notable individuals to shame. He casually out-wrestles strong men, outwits smart ones, or outshines the merely
charismatic.
••••• The character’s Attribute is at the apex of human potential—it’s the stuff of legend! The character is a serious contender for world’s strongest man, a once-in-a-generation genius, or a born leader whose charisma will change the course of history.
[END TABLE]
Strength
Strength represents a character’s raw physical power, the sheer might of what he can achieve by muscle alone. In combat, Strength helps determine the damage a character can deal with his withering attacks, how well he grapples foes, and his ability to move through difficult terrain that requires bounding leaps, climbing, or similar exertions of strength to pass through. It’s also used when a character wishes to lift, break, or heave any objects or obstacles that might stand in his way.
Dexterity is grace, agility, and coordination. In combat, Dexterity determines both the accuracy of a character’s attacks and his faculty to defend against enemy attacks, as well as being used for movement that relies on swift or nimble maneuvering across terrain. It’s also used for actions that require precise control of physical motions, such as hiding from a patrolling sentry or picking a merchant prince’s pocket.
Stamina
Stamina is a measure of vitality. In combat, having a high Stamina rating reduces the damage of withering attacks. It’s also used to fight off poison or disease, and more generally to endure the effects of anything that might weaken or assail the body, be it lengthy physical exertion, sleep deprivation, suffocation, exposure to the elements, or starvation.
Charisma
Charisma represents a character’s ability to express and articulate his beliefs or commands, convincing others to see things his way or follow his orders. It’s used primarily in social
influence when a character wishes to make a sincere argument that he genuinely believes in, but can also be used in combat to lead armies from the front with rallying, inspiring speeches.
Manipulation
Manipulation is a character’s innate talent for deception, passing off lies as the truth, or simply telling people what he knows they want to hear. It’s used primarily in social influence when a character wishes to make a false argument, whether through outright lying or more complicated verbal misdirection, as well as any argument where the character is purely trying to evoke a desired response rather than to express his own feelings or outlook. It also represents a
character’s ability to remain composed and not reveal his true feelings, contributing to his Guile rating.
Appearance
Appearance is a measure of a character’s striking looks and his ability to use them. Generally, this means a measure of how attractive the character is, but for certain characters (see the Hideous merit, p. XX), Appearance measures how intimidatingly unpleasant the character’s looks are. Appearance is used when a character wishes to influence others through looks, beauty, overwhelming presence, or first impressions rather than reasoned debate or emotional
manipulation.
Perception
Perception rates both the raw quality of a character’s senses and his faculty for comprehending what he perceives. Perception is used for noticing details, whether it is a strange plume of smoke over a far-off village, a black-clad assassin lying in wait, a subtle tell in a courtier’s manner of speech, or a fragmentary clue at the scene of a crime.
Intelligence
Intelligence measures a character’s ability to think logically and rationally. It covers analytical thinking, drawing connections between disparate pieces of information, recalling pieces of knowledge or useful memories at opportune moments, and making judgments based on rigid logic. It is the province of strategoi, sorcerers, and savants.
Wits rates a character’s intuition, common sense, and ability to react quickly to new
circumstances or while under fire. In combat, Wits is used for the Join Battle roll that determines a character’s starting Initiative, and it also factors into a character’s capacity to remain unmoved by persuasion that goes against his intuitive understanding of the world, contributing to his Resolve rating.
Yes, You Can Take a 5
It’s incredibly rare for someone in the world of Exalted to have an Attribute or Ability rated at five dots. A professional soldier enlisted in a standing army most likely has Melee ••, while a cunning courtier whose web of lies and blackmail have snared an entire court in his influence might only have Manipulation •••. A character who has five dots of raw talent in an Attribute or five dots of skill in an Ability is a prodigy even among other prodigies of his field, a living legend whose feats might defy belief.
Sounds like the Exalted, doesn’t it?
If you want your character to be one of the strongest men in the world, the greatest savant in generations of scholarship, or an unsurpassed master of the martial arts, you can take five dots. While we encourage you to let your character concept define the ratings of their Attributes and Abilities, rather than the other way around, it is totally valid to buy a trait all the way up to five at character creation if that’s what makes sense for your character.
Abilities
Abilities represent skills that have been developed and honed through training, education, and experience. While an Attribute embodies a character’s raw aptitude for succeeding at a given task, an Ability represents the skill and technique she uses in applying that aptitude—thus, both are used in calculating the dice pool for any given action.
For mortal and Exalted characters, Abilities are rated on a scale of zero to five dots. [BEGIN TABLE]
Ability Rating Meaning
0 The character has no training or significant experience in this Ability.
• The character has been trained in the fundamentals of the Ability, or is experienced enough to be familiar with using it. This is the level of apprentices, interested amateurs, and dabblers.
•• The character has trained in the Ability to a professional level, or has experience
equivalent to a professional. This is the level of most soldiers, healers, savants, and merchants in the world of Exalted.
••• The character’s training in the Ability surpasses the competence expected even of professionals, marking her as an elite or veteran in her field.
•••• The character’s mastery of the Ability sets her above even experts in her field. Seasoned veteran soldiers pale before her prowess; the top physicians of noble families consult her for guidance; clever and wealthy merchants envy her business acumen.
••••• The character is a legendary master of the Ability—or else, she will be once word of her skill spreads. She has a comprehensive understanding and utter command of every aspect of her skill.
[END TABLE]
While all characters benefit from their Abilities, the Solar Exalted are capable of drawing even greater power out of their skills. Practiced mastery and the empowering Essence of their Exaltation allow them to achieve feats of supernatural prowess, called Charms. Each Solar Charm is governed by an Ability, requiring a certain minimum rating in that Ability before it can be learned. See Chapter Six for more information on Solar Charms.
Archery
Konoko heard the demon’s wings before she saw it, the unearthly sound of molten obsidian beating against the air. It slashed through the sky like a bolt of black lightning, bringing the shadow-feathered ravens that were its progeny in its wake. The archer reached for the first of many arrows from her quiver and sent it into flight, her hands blurring into a steady rhythm of nock, aim, release. With her first volley, she had put out one eye of the demon named Karsa, and pierced the hearts of his entire flock of heartgorgers. As it howled its pain across the horizon, Konoko nocked another arrow.
This Ability is important in combat.
Archery is the discipline of using ranged weapons. The bow is the dominant form of ranged weapon in Creation in all its different varieties, from the simple wooden self bows used by subsistence hunters to the composite bows carried by the Realm’s archers. However, Archery also applies to the use of more exotic weapons. In the South, weapons fueled by a reagent called firedust shoot streamers of flame rather than arrows, and in the North, the nation-states of the Haslanti League favor the crossbow.