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EXALTED WORLD

This is a hack of Dungeon World to run Exalted. Select one class and one starting level of corresponding
Exalted compendium class. Select a "racial" bonus from your Exalted compendium class. Select your
"alignment" trait (or curse, in this hack) from your Exalted compendium class.

PLAYING THE GAME


RULES
MASS COMBAT
The Exalted sometimes ride out to lead mighty armies in combat. In a battle of many participants on either
side, treat each side as consisting of multiple combatants, but divide the non-Exalted combatants by an even
factor.
For example, in a battle between a circle of Solars and an army a hundred strong, and five hundred men, the
Solars act separately, with the fiction representing their actions on a mass scale (one volley representing many
arrows). A single "hundred-men" unit aids them, while five "hundred-men" units attack simultaneously in
response, rolling their damage five times and taking the best result as per the rules for multiple monsters
attacking.
Treat allied units as hirelings; the unit has a skill rating in Priest, Protector or Warrior which they use to help
the PCs recover, defy danger or deal damage.

SPECIAL MOVES
DEATH
When you die, roll+any appropriate Bond tying you to existence. On a 7+, you may choose to rise as a ghost
change class (as if surpassing 10th level) and lose all Exalted moves. Take the starting moves of the Ghost
compendium class.

EXALTATION
When you are Chosen, choose a caste move and curse for your Exalted host. Level up and learn your Exalted
host's starting moves as your new class move. Recover all damage and debilities and regain energy as if returned
to the hale of your youth. Tell the GM if you want to receive a commendation or exhortation from your patron
(Infernals always receive this; Terrestrials rarely do); the GM will tell you the words of your new patron.

LAST BREATH
When youre dying, roll. On a 10+ youve cheated deathyoure in a bad spot but youre still alive. On a 7-9,
your Exalted patron will exhort you with a mission you have yet to complete or a bargain to save your life.
Take it and stabilize or refuse and begin dying. On a miss, you are dying. The GM will tell you when your time
is up.

OVERDRIVE
When you ignite your anima banner in desperation, billowing it out in an emblematic icon visible for miles,
roll. On a 7+, explain to the GM how your Exalted power saves you from some immediate danger. On a 9-,
the GM will then also explain to you a problem caused by your display of might. After going overdrive, you
cannot go overdrive again until you next have time to rest in camp or civilization.
CLASSES
WARRIOR
STATS
Your maximum HP is 10+Constitution. Your base damage is d10.

STARTING MOVES
Refer to your Exalted compendium class, select a caste and gain the corresponding move.
ARMORED
You ignore the clumsy tag on armor you wear.
FACE
When you call upon your fame or demonstrate your martial glory to someone, roll+Str. On a 10+, choose 2.
On a 7-9, choose 1.
They are intimidated by your might
They see an opportunity in currying your favor
They do not feel bullied or insulted by your bluster
FEATS OF STRENGTH
When you use pure strength to move or destroy an inanimate obstacle, roll+Str. On a 10+, choose 3. On a
7-9 choose 2.
It doesnt take a very long time
Nothing of value is damaged
It doesnt make an inordinate amount of noise
You can fix the thing again without a lot of effort
SIGNATURE WEAPON
Choose a base description, all are 2 weight:
Sword
Axe
Hammer
Spear
Flail
Fists
Choose the range that best fits your weapon:
Hand
Close
Reach
Choose two enhancements:
Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise.
Serrated edges. +1 damage.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.
Choose a look:
Ancient
Unblemished
Ornate
Blood-stained
Sinister

GEAR
Your load is 12+Str. You carry your signature weapon and rations (5 uses, 1 weight). Choose your defenses:
Buff armor or chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight)
Scale armor (2 armor, 3 weight)
Choose two:
2 healing potions (0 weight)
Shield (+1 armor, 2 weight)
Antitoxin (0 weight), rations (1 weight), and poultices and herbs (1 weight)
22 coins

BONDS
Fill in at least one companion's name in at least one:

______ owes me their life, whether they admit it or not.


I have sworn to protect ______.
I worry about the ability of ______ to survive our travels.
______ is soft, but I will make them hard like me.

ADVANCED MOVES (2-5)


When you gain a level from 2-5, choose from these moves.
ARMOR MASTERY
When you make your armor take the brunt of damage dealt to you, the damage is negated but you must reduce
the armor value of your armor or shield (your choice) by 1. The value is reduced each time you make this
choice. If the reduction leaves the item with 0 armor it is destroyed.
DIVINE SMITHY
When you have access to a forge you can graft the magical powers of an artifact weapon onto your
signature weapon. This process destroys the artifact. Your signature weapon gains the magical powers of
the destroyed artifact.

HEIRLOOM
When you consult the god that resides within your signature weapon, it will give you an insight relating to the
current situation, and might ask you some questions in return. Roll+Cha. On a 10+, the GM will give you
good detail. On a 7-9, the GM will give you an impression.
IMPROVED WEAPON
Choose one extra enhancement for your signature weapon.
INTERROGATOR
When you parley using threats of impending violence as leverage, you may use Str instead of Cha.
IRON HIDE
You gain +1 armor.
MERCILESS
When you deal damage, deal +1d4 damage.
MULTICLASS DABBLER
Get one move from another class. Treat your level as one lower for choosing the move.
SCENT OF BLOOD
When you hack and slash an enemy, your next attack against that same foe deals +1d4 damage.
SEEING RED
When you discern realities during combat, you take +1.

ADVANCED MOVES (6-10)


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
ARMORED PERFECTION
Replaces: Armor Mastery
When you make your armor take the brunt of damage dealt to you, the damage is negated and you take +1
forward against the attacker, but you must reduce the armor value of your armor or shield (your choice) by 1.
The value is reduced each time you make this choice. If the reduction leaves the item with 0 armor it is
destroyed.
BLOODY AEGIS
When you take damage you can grit your teeth and accept the blow. If you do you take no damage but instead
suffer a debility of your choice. If you already have all six debilities you cant use this move.
BLOODTHIRSTY
Replaces: Merciless
When you deal damage, deal +1d8 damage.
EVIL EYE
Requires: Seeing Red
When you enter combat, roll+Cha. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to make eye
contact with an NPC present, who freezes or flinches and cant act until you break it off. On a 6-, your
enemies immediately identify you as their biggest threat.
FIELD EXPERIENCE
When you assess dangerous conditions, roll+Cha. On a 7+, the GM will tell you approximately how
dangerous the situation is, including potential damage values. On a 10+, the GM will also tell you some
useful information on how to minimize the danger involved.
MULTICLASS INITIATE
Required: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
STEEL HIDE
Replaces: Iron Hide
You gain +2 armor.
SUPERIOR WARRIOR
When you hack and slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten
your enemy.
PRIEST
STATS
Your maximum HP is 10+Constitution. Your base damage is d6.

STARTING MOVES
Refer to your Exalted compendium class, select a caste and gain the corresponding move.
PATRON
You are seated at the right hand of a god, demon or other power active in Creation. Give your patron a name,
a domain, and an oblation. Here are some sample patrons:
The Unconquered Sun: Righteousness and majesty. Acts of courage and conviction.
Luna: Wildness and change. Protection of a flock.
Nara-O: Secrets only known to one. Learning secrets.
Plentimon: Luck and chance. Great gambles.
The Queen of Suicides: Despair and the forgotten. Self-mortification.
Makarios: Wonders of great price. The diminishment of dreams.
DIVINE GUIDANCE
When you petition your patron with an appropriate oblation or offering, you are granted some useful
knowledge or boon related to your divinitys domain. The GM will tell you what.
INCITE
When you perform an extended demonstration to influence a crowd, roll+Cha. On a 10+, the crowd is
swayed to your way of thinking. On a 7-9, the crowd is swayed, but choose 1:
The crowd's fervor spirals out of your control
A schism results with a significant minority of the crowd opposing your message
You draw unwelcome attention or put yourself in a spot

GEAR
Your load is 10+Str. You carry rations (5 uses, 1 weight) and some symbol of your mission, describe it (0
weight). Choose your defenses:
Buff armor or chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight)
Shield (+1 armor, 2 weight)
Choose your armament:
Warhammer (close, 1 weight)
Mace (close, 1 weight)
Staff (close, two-handed, 1 weight) and bandages (0 weight)
Choose one:
Adventuring gear (5 uses, 1 weight) and rations (1 weight)
Healing potion (0 weight)

BONDS
Fill in at least one companion's name in at least one:

______ has insulted my patron; I do not trust them.


______ is a good and faithful person; I trust them implicitly.
I must show _____ the way.
_____ will play an important role in events to come. I have foreseen it!
ADVANCED MOVES (2-5)
When you gain a level from 2-5, choose from these moves.
AUTHORITY
Take +1 to order hirelings.
BENEDICTION
When you perform a suitable blessing of your patron on someone, roll+Wis. On a 10+, heal 1d8 damage.
On a 7-9, heal 1d8 damage and choose one:
You leave yourself open or draw unwelcome attention. The GM will tell you how.
Your god's power or attention wanes. Take -1 ongoing to perform a benediction until you next perform
an oblation.
Your god makes a demand of you in return, and will not answer oblations until it is complete.
DIVINE PROTECTION
When you wear no armor or shield you get 2 armor.
GOD TALKER
When you petition a spirit with a suitable offering, roll+Wis. On a 10+, the spirit repays you with some
useful boon or information; the GM will tell you what. On a 7-9, the spirit is willing to bargain a boon for a
further task.
MULTICLASS DABBLER
Get one move from another class. Treat your level as one lower for choosing the move.
THE OPEN EYE
You develop a sixth sense that allows you to sense and communicate with immaterial spirits and pass through
spirit doors.
ORISON FOR GUIDANCE
When you sacrifice something of value to your patron and pray for guidance, your patron tells you what it
would have you do. If you do it, mark experience.
PURITY THROUGH DISCIPLINE
You can fast for extended lengths of time, sustained by your own willpower. If a move tells you to mark off a
ration, ignore it.
RALLY
When you rally the spirits of your allies, they get +1 forward.
WARD
When you cast a ward against a specific manner of creature, mark off a use of adventuring gear and roll+Wis.
On a 10+, choose two. On a 7-9, choose one.
You learn when that manner of creature crosses your ward.
Creatures of that manner get -2 ongoing while within the ward.
Deal b[2d8] damage to the first creature of that manner which crosses the ward.

ADVANCED MOVES (6-10)


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
ABJURE
Required: Ward
When you abjure a spirit inimical to your patron's domain, roll+Wis. On a 7+, the spirit must choose one of
the following three.
Do what you say.
Flee.
Reveal its true nature and attack you.
On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward
against them.
BLESSING
Replaces: Benediction
When you perform a suitable blessing of your patron on someone, roll+Wis. On a 10+, heal 2d8 damage.
On a 7-9, heal 2d8 damage and choose one:
You leave yourself open or draw unwelcome attention. The GM will tell you how.
Your god's power or attention wanes. Take -1 ongoing to perform a benediction until you next perform
an oblation.
Your god makes a demand of you in return, and will not answer oblations until it is complete.
CRUSADE
Replaces: Rally
When you rally the spirits of your allies, they get +1 forward and +2 armor forward.
DIVINE ARMOR
Replaces: Divine Protection
When you wear no armor or shield you get 3 armor.
THE HUNDRED GODS
Required: The Open Eye
When you witness the power of spirits, you can ask the GM about the nature and domain of the spirit in
question. Take +1 when acting on the answers.
MULTICLASS INITIATE
Required: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
PRESENCE
Required: Authority
Take +1 to aid or interfere. On a 12+, they take your choice of +2 or -3.
THE SCALES OF LIFE AND DEATH
When an ally takes their last breath in your presence, they take +1 to the roll.
WILD RETREAT
Required: Purity Through Discipline
When you undertake a perilous journey through wilderness, whatever job you take, you succeed as if you rolled
a 10+.
VISION
When you pray to your patron for guidance about something within their domain, roll+Wis. On a 10+, your
patron sends you a clear vision of the subject in question. On a 7-9, you receive the vision, but choose one:
The vision is murky and incomplete.
The subject of the vision senses they are being watched
Your god makes a demand of you concerning the vision, and will not answer oblations until it is
complete.
SAVANT
STATS
Your maximum HP is 6+Constitution. Your base damage is d4.

STARTING MOVES
Refer to your Exalted compendium class, select a caste and gain the corresponding move.
PROFESSIONAL LORE
Choose an area of expertise. Examples include:
The magics of mortal and Exalted
Creatures of death and the Underworld
Histories and societies of the greater region
Demonology and the Hells
The Hundred Gods of Heaven
The mad workings of the Wyld
When you first encounter an important creature, location, or item (your call) covered by your professional lore
you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what
tome, history, tale or recollection you gained this information from.
SORCERY
When you cast a spell, flare your anima banner and tell the GM what youre trying to achieve. The GM will
assign the spell a circle from one to three and give you one to four of the following conditions:
It's going to take days/weeks/months
First you must ______
You'll need help from _____
It will require a lot of money
You and your allies will risk danger from ______
You'll have to consume ______ to do it

GEAR
Your Load is 7+Str. You start with rations (5 uses, 1 weight). Choose your defenses:
Buff armor or chainmail (1 armor, 1 weight)
Bag of books (5 uses, 2 weight) and 3 healing potions
Choose your weapon:
Dagger (Hand, 1 weight)
Staff (Close, two-handed, 1 weight)
Choose one:
Healing potion (0 weight)
3 antitoxins (0 weight)

BONDS
Fill in at least one companion's name in at least one:

_____ is woefully misinformed about the world; I will teach them all that I can.
I am keeping a secret from ______.
I have guided _____ before and they owe me for it.
_____ has much to teach me, whether they know it or not.
ADVANCED MOVES (2-5)
When you gain a level from 2-5, choose from these moves.
BLOOD FOR POWER
When you cast a spell that requires material components, you can ask the GM for a blood sacrifice instead.
They will tell you how much HP worth of blood must be shed to replace the material components needed. The
blood can be but does not need to be yours.
EXPLOIT
When you study a foe to find a weakness, roll+Wis. On a 10+, the weakness is straightforward to exploit;
take +1 to exploit it. On a 7-9, the GM will tell you an opportunity cost or length you will need to go to to
exploit the weakness; take +1 to exploit it.
FONT OF KNOWLEDGE
When you spout lore about something no one else has any clue about, take +1.
KNOW-IT-ALL
When another players character comes to you for advice and you tell them what you think is best , they get +1
forward when following your advice and you mark experience if they do.
LOGICAL
When you use strict deduction to analyze your surroundings, you can discern realities with Int instead of Wis.
LOREKEEPER
Choose a second area of expertise for your professional lore.
MEDICAL EXPERTISE
When you heal another with medical supplies, heal +1d8 damage.
REPUTE
When you first meet someone of notoriety, roll+Int. On a 10+, tell the GM two things you've heard about
them. On a 7-9, tell the GM one thing theyve heard, and the GM tells you one thing.
MULTICLASS DABBLER
Get one move from another class. Treat your level as one lower for choosing the move.
SORCERER'S SIGHT
You can perceive magic by some mystic means. When you witness an active use of magic or take time to
analyze an item or place of power, you can ask the GM its name and effects, and he will answer truthfully.

ADVANCED MOVES (6-10)


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
ARTIFICER
Required: Sorcerer's Sight
When you have time and safety with an item in a stocked workshop you can empower that item so that the
next time you use it its effects are amplified. The GM will tell you exactly how.
BATTLEFIELD REALITIES
When you predict the outcome of a battle, roll+Int. On a 10+, name someone who will live and someone
who will die. On a 7-9, name someone who will live or someone who will die. Name NPCs, not player
characters. The GM will make your vision come true, if its even remotely possible.
CAPITALIZE
Replaces: Exploit
When you study a foe to find a weakness, roll+Wis. On a 10+, the weakness is straightforward to exploit;
take +1 to exploit it. On a 7-9, the GM will tell you an opportunity cost or length you will need to go to to
exploit the weakness; take +1 to exploit it. On 7+, deal +1d10 damage when dealing damage to exploit the
weakness.
ETHEREAL TETHER
When you have time with a willing or helpless subject you can craft an ethereal tether with them. You
perceive what they perceive and can discern realities about someone tethered to you or their surroundings no
matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you
were in the room with them.
GEOMANCER
When you have time, arcane materials, and a safe space, you can channel the dragon lines to focus a place of
power. Describe to the GM what kind of power it is and how youre binding it to this place. The GM will tell
you a useful magical property of your place of power and the cost of using it.
HIGHLY LOGICAL
Replaces: Logical
When you use strict deduction to analyze your surroundings, you can discern realities with Int instead of Wis.
On a 12+ you get to ask the GM any three questions, not limited by the list.
LOREMASTER
Required: Lorekeeper
Choose a third area of expertise for your professional lore.
MEASURE THE WIND
When you encounter a magical creature, the GM will tell you the magical associations of that creature.
MULTICLASS INITIATE
Required: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
WILD MEDICINE
Required: Medical Expertise
When you scavenge the natural resources of a wild campsite, you can create makeshift poultices and herbs for
treatment. You can only do this once in the same area.
CRIMINAL
STATS
Your maximum HP is 6+Constitution. Your base damage is d8.

STARTING MOVES
Refer to your Exalted compendium class, select a caste and gain the corresponding move.
CAREER CRIMINAL
When you spout lore or discern realities about criminal activities, take +1.
BACKSTAB
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage
or roll+Dex. On a 10+ choose two. On a 79 choose one.
You don't get into melee with them.
You deal your damage+1d6.
You create an advantage, +1 forward to you or an ally acting on it.
Reduce their armor by 1 until they can repair it.
POISONER
Youve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer
dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to
gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that
some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink.
Touch poisons just need to touch the target; they can even be used on the blade of a weapon.
Soma (applied): The target falls into a light sleep
Curare (touch): The target deals -1d4 damage ongoing until cured
Vision dust (applied): The target treats the next creature they see as a trusted ally, until proven
otherwise
Death sap (touch): Anyone dealing damage to the target rolls twice and takes the better result
TRAP EXPERT
When you spend a moment to survey a dangerous area, roll+Dex. On a 10+, hold 3. On a 79, hold 1.
Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
TRICKS OF THE TRADE
When you pick locks or pockets or disable traps, roll+Dex. On a 10+, you do it, no problem. On a 79, you
still do it, but the GM will offer you two options between suspicion, danger, or cost.

GEAR
Your load is 9+Str. You start with rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), 3 uses of your
chosen poison, and 10 coins. Choose your arms:
Dagger (hand, 1 weight) and short sword (close, 1 weight)
Rapier (close, precise, 1 weight)
Choose a ranged weapon:
3 throwing daggers (thrown, near, 0 weight)
Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
Choose one:
Adventuring gear (1 weight)
Healing potion (0 weight)

BONDS
Fill in at least one companion's name in at least one:

_____ has my back when things go wrong.


_____ knows incriminating details about me.
_____ doesn't know my business, and I like to keep it that way.
I once stole something from _____.

ADVANCED MOVES (2-5)


When you gain a level from 2-5, choose from these moves.
CAUTIOUS
When you use trap expert you always get +1 hold, even on a 6-.
CHEAP SHOT
When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
CONNECTIONS
When you put out word to the criminal underbelly about something you want or need, roll+Cha. On a 10+,
someone has it, just for you. On a 79, youll have to settle for something close or it comes with strings
attached, your call.
BREWER
When you have time to gather materials and a safe place to brew you can create three doses of any one poison
youve used before.
EVASION
When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM
will offer you a better outcome, true beauty, or a moment of grace.
MULTICLASS DABBLER
Get one move from another class. Treat your level as one lower for choosing the move.
POISON MASTER
After youve used a poison once its no longer dangerous for you to use.
UNDERDOG
When youre outnumbered, you have +1 armor.
WEALTH AND TASTE
When you make a show of flashing around your most valuable possession, choose someone present. They will
do anything they can to obtain your item or one like it.

ADVANCED MOVES (6-10)


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
ALCHEMIST
Replaces: Brewer
When you have you have time to gather materials and a safe place to brew you can create three doses of any
poison youve used before. Alternately you can describe the effects of a poison youd like to create. The GM
will tell you that you can create it, but with one or more caveats:
It will only work under specific circumstances
The best you can manage is a weaker version
It'll take awhile to take effect
It'll have obvious side effects
DIRTY FIGHTER
Replaces: Cheap Shot
When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal
+1d4 damage.
DISGUISE
When you have time and materials you can create a disguise that will fool anyone into thinking youre another
creature of about the same size and shape. Your actions can give you away but your appearance wont.
ESCAPE ROUTE
When youre in too deep and need a way out, name your escape route and roll+Dex. On a 10+ youre gone.
On a 79 you can stay or go, but if you go it costs you: leave something behind or take something with you,
the GM will tell you what.
HEIST
When you take time to make a plan to steal something, name the thing you want to steal and ask the GM
these questions. When acting on the answers you and your allies take +1 forward.
Who will notice it's missing?
What's its most powerful defense?
Who will come after it?
Who else wants it?
MULTICLASS INITIATE
Required: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
SERIOUS UNDERDOG
Replaces: Underdog
You have +1 armor. When youre outnumbered, you have +2 armor instead.
SHOOT FIRST
Youre never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
STRONG AIM, TRUE AIM
You can throw any melee weapon, using it to volley. A thrown melee weapon is gone; you can never choose to
reduce ammo on a 79.
BROKER
STATS
Your maximum HP is 6+Constitution. Your base damage is d6.

STARTING MOVES
Refer to your Exalted compendium class, select a caste and gain the corresponding move.
CHARMING AND OPEN
When you speak frankly with someone, you can ask their player a question from the list below. They must
answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to _____?
What are you really feeling right now?
What do you most desire?
AN EYE FOR A DEAL
When buying special items with coins, you can find a fair price on a 7+. On a 12+ or for mundane goods, you
can bargain your way to a favorable deal.
HUMAN RESOURCES
When recruiting hirelings, you have your pick of a number of skilled hirelings on a 7+.
A PORT IN THE STORM
When you return to a civilized settlement youve visited before, tell the GM when you were last here. Theyll
tell you how its changed since then.
PRICE WRIT IN BLOOD
When you size up a person in conversation, roll+Wis. On a 10+, hold 3 and the person does not notice what
you're doing. On a 7-9, either hold 3 and let the person notice your fault-finding or hold 2 and the person
does not notice. Spend a hold in combat against that person and distress him with clever talk or revelations to
deal +1d8 damage.

GEAR
Your Load is 11+Str. You start with rations (5 uses, 1 weight), buff armor or chainmail (1 armor, 1 weight), and
a bundle of arrows (3 ammo, 1 weight). Choose your armament:
Hunter's bow (near, far, 1 weight) and short sword (close, 1 weight)
Hunter's bow (near, far, 1 weight) and spear (reach, 1 weight)
Choose one:
Adventuring gear (1 weight) and rations (1 weight)
Adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight)

BONDS
Fill in at least one companion's name in at least one:

_____ owes me a debt.


I heard tales of _____ long before I ever met them in person.
_____ trusted me with a secret.
_____ doesn't know their way around people; I'll have to teach them.
ADVANCED MOVES (2-5)
When you gain a level from 2-5, choose from these moves.
CON
When you parley with someone, on a 7+ you get to ask their player one question which they must answer
truthfully.
COOPERATION
When you successfully aid someone you take +1 forward as well.
DEVIOUS
When you use charming and open you may also ask How are you vulnerable to me? Your subject may not ask
this question of you.
FOLLOW ME
When you undertake a perilous journey you can take two roles. You make a separate roll for each.
HUNGRY WORDS
When you spend hold to exact a price writ in blood, roll twice and use the better result.
HUNT AND TRACK
When you follow a trail of clues left behind by passing creatures, roll+Wis. On a 7+, you follow the creatures
trail until theres a significant change in its direction or mode of travel. On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end
MULTICLASS DABBLER
Get one move from another class. Treat your level as one lower for choosing the move.
A SAFE PLACE
When you set the watch for the night, everyone takes +1 to take watch.
SETUP STRIKE
When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage.
UNFORGETTABLE FACE
When you meet someone youve met before (your call) after some time apart you take +1 forward against
them.

ADVANCED MOVES (6-10)


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
ALWAYS WATCHING
Required: Con
When you parley with someone, take 1 hold. Spend it against them to exact a price writ in blood.
FAR-TRAVELLING NAME
When you first meet someone whos heard songs about you, roll+Cha. On a 10+, tell the GM two things
theyve heard about you. On a 7-9, tell the GM one thing theyve heard, and the GM tells you one thing.
HELL MONEY
When you bargain for something that normally cannot be bought (such as souls, memories or other such
things), roll+Cha. On a 10+, you make the deal, no problem. On a 7-9, the price is higher than you would
like; the GM will tell you how.
MULTICLASS INITIATE
Required: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
OBSERVANT
Required: Hunt and Track
When you hunt and track, on a hit you may also ask one question about the creature you are tracking from the
discern realities list for free.
A SAFER PLACE
Replaces: A Safe Place
When you set the watch for the night everyone takes +1 to take watch. After a night in camp when you set the
watch everyone takes +1 forward.
SEEKING MIGHT
When recruiting hirelings, on a 12+ you find one particular outstanding candidate available They have some
extraordinary ability; the GM will tell you what it is.
STRIDER
Replaces: Follow Me
When you undertake a perilous journey you can take two roles. Roll twice and use the better result for both
roles.
SWINDLE
When you set out to make a profit, roll+Wis. The GM will tell you how difficult the profit you desire will be to
acquire. On a 10+, the GM will choose one. On a 7-9, they will choose three.
It will take days/weeks/months.
You must act quickly before _____ or you will get caught or ruined.
You will have to pull off or conceal a crime.
You will make a powerful enemy.
You will ruin the local economy or exhaust its resources.
You will have to give up or consume your ______.
TANDEM STRIKE
Replaces: Setup Strike
When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they
take +1 forward against the target.
COMPENDIUM CLASSES
SOLAR EXALTED
CASTE MOVES
DAWN ANIMA
When you flare your anima banner, you appear mighty and terrifying. Take +1 ongoing to hack and slash,
volley, or lead armies.
ZENITH ANIMA
When you flare your anima banner, creatures of darkness cannot face your white light without being
temporarily blinded.
TWILIGHT ANIMA
When you flare your anima banner, it sheds the light of truth, exposing illusions and lies of magic. Take +1
ongoing to discern realities.
NIGHT ANIMA
When you flare your anima banner, the light floods the area, concealing your appearance. None can see you. If
you attack, your outline becomes visible long enough to track.
ECLIPSE ANIMA
When you flare your anima banner, you can seal voluntary agreements between parties. If any party breaks the
oath, the other parties immediately intuit it, and the oathbreaker takes half his HP in damage.

CURSES
Choose a curse. The curse of the Solar Exalted is the exaggeration of virtue. When you fulfill the condition of
your curse, mark experience. Here are some sample Solar curses:
RED RAGE OF COMPASSION
Lash out with excessive, impulsive violence at a show of oppression or the suffering of innocents.
DELIBERATE CRUELTY
Prey upon the weak or your enemies by indulging yourself with displays of cruelty and elaborate punishments.
OVERINDULGENCE
Cave in under stress and go on an extended debauched binge of sex, liquor, fine food, drugs, or whatever sates
you.
FOOLHARDY CONTEMPT
Thoughtlessly throw yourself against desperate losing odds.

STARTING MOVE
When you receive the blessing of the Unconquered Sun, take this move.
MAGNIFICENCE
Whenever you roll a 10+, you can choose to achieve your action in an especially splendid and impressive
manner.

ADVANCED MOVES
Once you've taken Magnificence, the following moves count as class moves for you. You may also choose from
this list whenever you level up.
APPARITION OF GLORY
When you declare the sanctity of your authority, roll +Wis or +Cha. On a 10+, you appear so magnificent
that others cannot attack you unless you have attacked them first. On a 7-9, others cannot attack you unless
you attack first, but your show of power will draw attention.
RISING SUN SOUL
Your anima banner counts as sunlight for all purposes.
SOLAR JUDGMENT
When you deal damage to a creature of darkness, your attack counts as 3 Piercing.
WYLD-SHAPING
When you forge stability from the chaos of the Wyld, tell the GM what you're trying to forge. Anything not
intrinsically magical (including impossibilities such as frozen lightning) can be forged, but the GM will tell you
how long it will take and what manner of dangerous conditions or strange chaos-beings you will need to fend
off for the duration.
LUNAR EXALTED
CASTE MOVES
FULL MOON ANIMA
When you flare your anima banner, you can leap towers and lift great boulders with ease.
CHANGING MOON ANIMA
When you flare your anima banner, you may choose to appear as a mad congeries of Essence, in which case a
mental illusion prevents witnesses from recognizing what manner of magical creature you are.
NO MOON ANIMA
When you flare your anima banner, declare a prophetic vision reflected in the silver light. The GM will make
this vision symbolically come true in some fashion.

CURSES
Choose a curse. The curse of the Lunar Exalted is the magnification of instinct and base behavior. When you
fulfill the condition of your curse, mark experience. Here are some sample Lunar curses:
CURSE OF THE WHIPPED DOG
Capitulate meekly to authority that clearly does not have your best interests in mind.
CURSE OF THE HUNGRY WOLVERINE
Act disproportionately in defense of a whim as if it were your dearest mission.
CURSE OF THE DRUNKEN MONKEY
Be easily swayed by common, base pleasures in matters of importance to you.
CURSE OF THE RAGING BULL
Respond to challenges excessively and defensively, escalating to violence or elaborate contests.

STARTING MOVES
When you receive Luna's touch, take these two moves.
HEART'S BLOOD
When you devote a day to hunting a target in some meaningful fashion, add that being's shape to your heart's
blood.
SHAPESHIFTER
When you change shape, roll+Wis. On a 10+ hold 3. On a 79 hold 2. On a miss hold 1 in addition to
whatever the GM says.
You may take on the physical form of any being dwelling in your heart's blood: you and your possessions meld
into a perfect copy of that being, with the exception of one trait that remains consistent somehow (a shock of
white hair, a missing eye). You have any innate abilities and weaknesses of the form: claws, wings, gills,
breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The
GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. At
any time, you may revert to your natural form.

ADVANCED MOVES
Once you've taken Heart's Blood and Shapeshifter, the following moves count as class moves for you. You may
also choose from this list whenever you level up.
DEADLY BEASTMAN TRANSFORMATION
When you assume your warform, you transform into a monstrous half-man, incorporating the features of an
inhuman creature dwelling in your heart's blood. Choose two:
Take +1 to Str, Dex and Con moves.
Take +2 armor.
You can fly/swim/some other notable form of locomotion.
Hold 3. You can perform hold moves associated with your inhuman half.
FEROCIOUS GUARDIAN BEAST
When you defend you always get +1 hold, even on a 6-. When you get a 12+ to defend instead of getting hold
the nearest attacking creature is stymied, giving you a clear advantage; the GM will describe it.
HYBRID BODY REARRANGEMENT
When you change shape, you can change shape only partially. When you do so, spend hold to develop one of
the form's innate traits (claws, wings, breathing water and so on), which lasts until you next change shape.
OUTWORLD FORSAKING STANCE
When you deal damage to a creature of darkness, your attack counts as 2 Piercing.
SIDEREAL EXALTED
CASTE MOVES
SIGN OF MERCURY
When you flare your anima banner, you and your allies can move at prodigious speeds and cross great distances
swiftly, and take +1 to Dex moves.
SIGN OF VENUS
When you flare your anima banner, you and your allies move with stunning coordination worthy of
choreography, and take +1 to Cha moves.
SIGN OF MARS
When you flare your anima banner, you and your allies discern the movement of foes on the battlefield clearly
before they happen, and take +1 to Con moves.
SIGN OF JUPITER
When you flare your anima banner, you and your allies disappear from any means of scrying or spying upon
them or controlling their thoughts, and take +1 to Wis moves.
SIGN OF SATURN
When you flare your anima banner, you and your allies perceive frailties and injuries both physical and
spiritual, and take +1 to damage dealt.

CURSES
Choose a curse. The curse of the Sidereal Exalted is self-certainty and wicked pride. When you fulfill the
condition of your curse, mark experience. Here are some sample Sidereal curses:
NIGHT'S DARK SHROUD
Withhold important information from your compatriots, presuming them unable to handle it properly.
STAR'S COURSE FOLLY
Swear by a planned course of action even after incoming counterindications.
BROKEN CONSTELLATION DRIFT
Determine an important course of action alone, without consulting friends or allies.
FATE'S SPREADING WEB
Set out on a course of action that makes for the grandest destiny, without regard for the people caught in the
middle.

STARTING MOVES
When you awaken to your preordained splendor, take these two moves.
LUCKY DAYS
When you depend upon a stroke of luck to execute your plan, tell the GM what fortunate coincidence clears
the way for you to make your attempt.
THE OPEN EYE
You develop a sixth sense that allows you to sense and communicate with immaterial spirits and pass through
spirit doors.
ADVANCED MOVES
Once you've taken Lucky Days and The Open Eye, the following moves count as class moves for you. You may
also choose from this list whenever you level up.
ASTROLOGY
When you take time to weave a destiny into the fabric of the Loom of Fate, state what you set out to do:
Take _____ on an eventful journey to _____
Raise _____ up to find true peace and joy
Engineer a great clash between _____ and _____
Conceal the secret occurrence of _____
Bring an end to life as _____ knows it
Then choose up to two boons:
An unwavering sense of direction to _____
Invulnerability to _____ for _____ (e.g., edged weapons, fire, etc.)
Senses that pierce lies
A voice that transcends language and manner that transcends culture
The cooperation or convenient behavior of _____
The GM will then tell you an identity you will need to assume and tasks you will need to perform to bring it
about. The boons apply while you are directly working towards achieving your astrological result.
AVOIDANCE KATA
When you wish to make an exit in the opening throes of a confrontation, before you have made a great
difference in the conflict, roll+Dex. On a 7+, you were never there. Tell the GM where you actually were.
That's how people remember it, except for creatures outside fate. On a 7-9, the GM will tell you how dangers
analogous to the confrontation you escaped still apply to your new situation.
EFFICIENT SECRETARY
When you whisper a question silently, a tiny spider god crawls up to Heaven and returns shortly with an
answer. The spider god can find any factual answer waiting in the Loom of Fate, but cannot find information
intentionally obscured or that which lies outside the fabric of fate.
HORRIFIC WREATH
When you deal damage to a creature of darkness, your attack counts as 2 Piercing.
TERRESTRIAL EXALTED
ASPECT MOVES
AIR ASPECT
Your aspect is Air. Your anima flux can bear you aloft, travelling several feet off the ground on swift breezes.
EARTH ASPECT
Your aspect is Earth. Your anima flux grants you +1 armor while active.
FIRE ASPECT
Your aspect is Fire. Your anima flux renders you immune to damage from fire.
WATER ASPECT
Your aspect is Water. Your anima flux allows you to breathe underwater and move unencumbered there, as if in
open air.
WOOD ASPECT
Your aspect is Wood. Your anima flux is selectively poisonous; you may choose, when dealing damage with it,
to inflict the effects of death sap: those dealing damage to the afflicted target roll twice and use the better
result.

CURSES
Choose a curse. The curse of the Terrestrial Exalted is colored by the Exalt's Aspect. When you fulfill the
condition of your curse, mark experience. Here are some sample Terrestrial curses:
AIR'S LOFTY HEIGHTS
Flounder ineffectually when confronted with a reality that does not conform to your lofty idealism.
EARTH ABIDES
Go to questionable extremes to defend tradition or punish deviation from it.
FIRE CONSUMES ITSELF
Punish yourself for failing to live up to your own strict expectations.
WATER'S TIDAL BREAK
Put yourself in a spot trying stubbornly to solve a problem beyond your means.
LAUGHING WOOD GAMBOL
Endanger yourself for nothing more than the thrill.

STARTING MOVES
When you take the Second Breath, take this move.
ANIMA FLUX
When you flare your anima banner, become surrounded by a wild vortex of elemental energies. Whenever you
touch something, deal b[2d4] damage to it. Deal b[2d8] damage while your banner is iconic. This aura does not
affect your equipment, but does apply to allies or unprotected mounts.

ADVANCED MOVES
Once you've taken Anima Flux, the following moves count as class moves for you. You may also choose from
this list whenever you level up.
ASKING CREATION
When you meditate on an impressive display of your aspect element, roll +Dex or +Cha. On a 10+, ask the
GM three of the following questions. On a 7-9, ask one.
Where can I find _____?
How can I get to _____?
What is the state of the element in _____?
What must I do to _____?
What is the nature of _____?
ELEMENTAL BOLT ATTACK
You can volley unarmed by conjuring elements of your aspect at range. You cannot reduce your ammo when
performing this attack, but as an additional choice on a 7-9, you can choose to flare your anima greater than it
is currently burning (none to flared or flared to iconic).
ELEMENTAL CONJURATION
When you expend Essence to command the elements of your aspect to perform a task for you, roll your choice
of +Dex or +Int. On a 10+ choose two. On a 79 choose one..
The effect you desire comes to pass
You retain control
The dragon lines are undisturbed
SWORN BROTHERS' OATH
When you swear allegiance to your brothers, mark off a use of adventuring gear and roll +Int or +Wis. On a
10+, take oath 5. On a 7-9, take oath 3. Spend oath to impart +2 when aiding a sworn brother, or when
defending a sworn brother, spend oath as per spending that move's hold.
ABYSSAL EXALTED
CASTE MOVES
DUSK ANIMA
When you flare your anima banner, you appear mighty and terrifying. Take +1 ongoing to hack and slash,
volley, or lead armies.
MIDNIGHT ANIMA
When you flare your anima banner, corpses rise and obey your commands or answer your questions truthfully
according to what they have witnessed since their moment of death. A number of corpses equal to your level
answers the call for the duration of the anima display. Treat them as village hirelings with no loyalty score;
they are perfectly loyal, even to their own (re)destruction.
DAYBREAK ANIMA
When you flare your anima banner, its dark light shreds illusions and lies of magic. Take +1 ongoing to discern
realities.
DAY ANIMA
When you flare your anima banner, the area is drowned in darkness. None can see you. If you attack, your
outline becomes visible long enough to track.
MOONSHADOW ANIMA
When you flare your anima banner, you can seal voluntary agreements between parties. If any party breaks the
oath, the other parties immediately intuit it, and the oathbreaker takes half his HP in damage.

CURSES
Choose a curse. The curse of the Abyssal Exalted is the chilling effect of the feel of death. When you fulfill the
condition of your curse, mark experience. Here are some sample Abyssal curses:
DOOM OF THE KILLING SAINT
Destroy an uninjured person out of kindness or pity to end their suffering.
DOOM OF THE COLD SOUL
Pass by an extreme or urgent situation untouched because of your singleminded focus on your personal mission.
DOOM OF THE HEART'S JUDGE
Slay a person solely for insufficient honoring of the dead or the value of their own life.
DOOM OF THE GRAVE BLADE
Test the brave and slay those found unworthy.

STARTING MOVES
When you are Chosen by the power of death, become a creature of darkness and the Void and take these two
moves.
GRAVE HUNGER
You can manifest fangs with which to feed upon the living as a hand "weapon" dealing class damage.
REAPING STRIKE
When you deal damage in a display of your ragged anima, add the messy tag and heal half the damage inflicted.
ADVANCED MOVES
Once you've taken Grave Hunger and Reaping Strike, the following moves count as class moves for you. You
may also choose from this list whenever you level up.
DREAD PRINCE DEMEANOR
When you roll 10+ on an appropriate action (your call), you can choose to perform it in an especially terrifying
manner.
SHADOWWALK
When you step into deep shadow, you can emerge elsewhere, so long as it is within the same region (or the
corresponding location across the divide between Creation and the Underworld) and in shadow. You must
describe the location using a number of words up to your level. You can take people or things with you.
SOUL-CLEAVING WOUNDS
When you hack and slash in a display of your ragged anima, on a 12+ you can cleave off or disable a non-vital
body part.
TIRELESS GRAVE BODY
You no longer need to breathe, eat or sleep. When a move tells you to mark off a ration, ignore it.
INFERNAL EXALTED
CASTE MOVES
EXARCH ANIMA
When you flare your anima banner, you appear mighty and terrifying. Take +1 ongoing to hack and slash,
volley, or lead armies.
IMPERATOR ANIMA
When you flare your anima banner, you appear beguiling, comely and authoritative. Parleys do not require
concrete assurance of your promise on a 7+.
LOGOTHETE ANIMA
When you flare your anima banner, its light burns away illusions and lies of magic. Take +1 ongoing to discern
realities.
KENTARCH ANIMA
When you flare your anima banner, the distortions of light and refraction shield you from sight. None can see
you. If you attack, your outline becomes visible long enough to track.
MANDATOR ANIMA
When you flare your anima banner, you can seal voluntary agreements between parties. If any party breaks the
oath, the other parties immediately intuit it, and the oathbreaker takes half his HP in damage.

CURSES
Choose a curse. The curse of the Infernal Exalted is compulsive mania. When you fulfill the condition of your
curse, mark experience. Here are some sample Infernal curses:
BEST ENEMY RECOGNITION
Make tormenting overtures to draw a dear enemy actively into your orbit.
AGONY-SAVORING MERCY
Spare a captured and vulnerable enemy's life such that they may harry you another day.
INFERNAL GENIUS DECLARATION
Explain your plans and logistics in exhaustive detail to an enemy.
INSANE DEATH-DEALING PROVOCATION
Warn enemies in advance with a calling card of your murderous intent.

STARTING MOVES
When you receive the Mandate of Hell, become a creature of darkness and take this move.
INFERNAL SHINTAI
When you unveil your full might, you transform into a being of unnatural elements (metal, acid, sand, white
fire). You do not need to breathe. Choose two:
You are intangible or untouchable in some way (immaterial, made of liquid or wind). Tell the GM how
you are intangible and the GM will tell you a way in which you can still be attacked.
You transform or merge with the terrain that you pass through.
You can fly or have some other special form of movement.
You are massive in size. Your attacks gain the Messy and Forceful tags.
You have +2 armor.
You have an attack that allows you to hack and slash or volley for b[2d8] damage.
You can deal w[2d8] damage whenever physically touched by something.

ADVANCED MOVES
Once you've taken Infernal Shintai, the following moves count as class moves for you. You may also choose
from this list whenever you level up.
APOTHEOSIS
When you level up and learn this move, choose a unique physical feature (such as an all-seeing third eye,
crystal wings, or one of the features of Infernal Shintai, though you can't double a Shintai effect). You develop
this transformation permanently.
BODY OF WORSHIP
You can hear the prayers of those who worship you. When you earn the admiration and service of a town or
tribe, mark experience.
TABOO
When you declare an injunction with a ritual mudra or asana, dispel any previous taboo and roll your choice of
+Str or +Cha. On a 10+, anyone present who breaks the taboo suffers a curse of your choice, of less severity
than death or incapacitating fates as bad as death. On a 7-9, anyone present who breaks the taboo suffers a
curse of the GM's choice.
TRANSMUTATION
When you concentrate cosmic power on inanimate material, you can transmute it into other raw non-living
matter of your choice, including impossibilities such as frozen fire, but not the primary magical materials.
ALCHEMICAL EXALTED
CASTE MOVES
ORICHALCUM ANIMA
When you flare your anima banner, it crackles with golden lightning. You can voluntarily channel your anima
through conductive materials, dealing 1d4 damage. When you attack, your electric aura contributes +1
damage.
MOONSILVER ANIMA
When you flare your anima banner, you perceive the world moving in slow motion. You move at accelerated
speeds and can react quicker than the possible human response time.
JADE ANIMA
When you flare your anima banner, your skin becomes as hard as natural stone. Take +1 armor.
STARMETAL ANIMA
When you flare your anima banner, foreimages flash before you delineating the most optimal course of action.
You can ask the GM what the foreimages show you doing to achieve a given goal. Take +1 to follow the
images.
SOULSTEEL ANIMA
When you flare your anima banner, you exude a baleful, terrifying aura. You can force non-magical beings to
flee, and they cannot attack you if you have not attacked them or their allies first.
ADAMANT ANIMA
When you flare your anima banner, you can hear the prayers passing through the region you occupy, regardless
of their supplicant or recipient.

CURSES
Choose a curse. The curse of the Alchemical Exalted is the call of the machine. When you fulfill the condition
of your curse, mark experience. Here are some sample Alchemical curses:
EMOTIONAL OPTIMIZATION
Discard a strong emotional bond that is not of use to your goals and objectives.
CONSERVATIVE TRIAGE
Abandon the aid of an ally who cannot contribute more than the cost of saving them.
AUTONOMOUS OPERATION
Discard meaningful nonviolent human contact for an extended period of time.
ENEMY ASSESSMENT
Engage in climactic battle with a dangerous enemy concerned only with how your enemy impedes your goals.

STARTING MOVES
When you are catalyzed as a newly birthed Champion, take these two moves.
PANOPLY
Pick four extra advanced moves from the level 2-5 list and put all your advanced class moves in your panoply
from now on. Out of your panoply moves, you only have access to those equipped. You can equip up to your
level -1 panoply moves at any given time.
VATS REASSEMBLY
When you are treated in a vats complex, consider yourself under the care of a healer. You can change which
panoply moves you have equipped.

ADVANCED MOVES
Once you've taken Panoply and Vats Reassembly, the following moves count as class moves for you. You may
also choose from this list whenever you level up.
AXIOMATIC RESONATOR
When you deal damage to a creature of the Void, your attack counts as 2 Piercing.
PLASMA THRUSTER DRIVE
When you ignite your plasma thrusters, you can fly through the air at great regional speeds.
TRANSHUMAN IMPLANTS
When you equip this move from your panoply, choose a transformation from the human body plan (multiple
arms, spider legs, burning eyes, arm blades, etc.). This transformation applies to your body while this move is
equipped.
VAT SURROGATE REWEAVING
When you take time to commune with the Machine God remotely, flare your anima banner and mark off a use
of adventuring gear. You can change which panoply moves you have equipped.
GHOSTS
STARTING MOVES
When you die and cling still to the world, take these two moves.
GRAVE GOODS
Receive grave goods equivalents of the equipment you carried in life that was important to your memory, or
which is sacrificed in your honor. This equipment can be summoned to you at will, but it is plasmic and
destroyed upon contact with Creation's sunlight (shadowlands don't count).
PLASMIC
You are naturally immaterial, unable to touch or be touched by material things. This does not apply in
shadowlands or the Underworld.

ADVANCED MOVES
Once you've taken Grave Goods and Plasmic, the following moves count as class moves for you. You may also
choose from this list whenever you level up.
MEMORIAM
You can hear prayers offered to your memory. When your ancestor cult offers a great remembrance in your
honor, mark experience.
PASSION PLAY
Name passions (avenging your family's deaths, protecting your precious home manor, etc.) equal to half your
level when you died, rounded up. When an event in Creation powerfully stirs one of your lingering passions,
you can affect the material world with hauntings and terrorizations. You can volley without weapons, taking
the form of violent poltergeist phenomena. When volleying, you can't choose to consume ammo.

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