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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T02:03:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Exalted_Combat&amp;diff=10436</id>
		<title>Talk:Exalted Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Exalted_Combat&amp;diff=10436"/>
		<updated>2005-08-04T00:28:45Z</updated>

		<summary type="html">&lt;p&gt;Neverway: spaling!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A simple turtorial on how to run a combat might be helpful.  Something even simpler that Mailanka&#039;s 101, explaing what rolls to make, what&#039;s commonly ignored (infection and knockback?  Rolling for Dodge before the attacker rolls?), what sequence things are done it.  That sort of thing.&lt;br /&gt;
&lt;br /&gt;
[[User:Neverway|Neverway]] 16:42, 28 Jun 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_isn%27t_the_World_of_Darkness&amp;diff=10751</id>
		<title>Exalted isn&#039;t the World of Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_isn%27t_the_World_of_Darkness&amp;diff=10751"/>
		<updated>2005-08-04T00:08:14Z</updated>

		<summary type="html">&lt;p&gt;Neverway: damned apostraphes!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No, this isn&#039;t a rant about Exalted - oWoD connections.&lt;br /&gt;
&lt;br /&gt;
Many people coming to Exalted have played one of the original (pre-Time of Judgment) [[World of Darkness]] (oWoD) games and thus assume that the mechanics are going to be pretty much the same.  Mostly they are correct.  Unfortunately, there are a couple of places where things have been changed and they can bite you in play.&lt;br /&gt;
&lt;br /&gt;
; Ones don&#039;t subtract : In most oWoD games I&#039;m familiar with, every 1 you roll subtracts a success from your results and you can botch if you have a 1 left after canceling out all your successes.  In Exalted rolling a 1 is no different than rolling any other number that isn&#039;t a success.  Unless, of course, you roll no successes at all, then a 1 indicates a botch.&lt;br /&gt;
&lt;br /&gt;
; Soak isn&#039;t rolled. : In Exalted, a character&#039;s bashing or lethal soak are subtracted from the damage dice, no rolling is involved.  This streamlines combat a bit as well as makes the characters in Exalted a bit tougher than their counterparts in oWoD games.&lt;br /&gt;
&lt;br /&gt;
; Difficulty is the number of successes you have to roll to succeed. :  Your target number is seven (unless you&#039;re playing a Sidereal with a TN reducing charm) for &#039;&#039;every&#039;&#039; roll.  Meaning that you get a success if you roll a 7, 8, or 9 and two successes if you roll a 10 (and, of course, there are exceptions - 10s don&#039;t double when rolling damage or for any roll extras make).   Difficulty is addressed by increasing the number of successes you need to perform the action.  Typical difficulties are set forth in the Character Creation section of the core book.  If you need to penalize a player for some condition and raising the action&#039;s difficulty doesn&#039;t feel right for the circumstance, you can subtract dice from their dice pool.  Since two dice will average one success, a -2 dice penalty is mechanically the same as raising the difficulty by one.  On average.&lt;br /&gt;
&lt;br /&gt;
More to come as people point them out to me.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=What_happens_when_I_die%3F&amp;diff=10464</id>
		<title>What happens when I die?</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=What_happens_when_I_die%3F&amp;diff=10464"/>
		<updated>2005-07-19T00:18:37Z</updated>

		<summary type="html">&lt;p&gt;Neverway: corrected error on fate of the po.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mommy, what happens to me when I die?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A human soul consists of two parts, the hun, or higher soul, and the po or lower soul.  The po provides your vitality and driving passions.  The hun is the seat of reason, memory, and virtue.  When you die, the po sinks into your corpse (making life short and miserable for grave robbers) and the hun travels to heaven where it is cleaned up and sent to its next incarnation.&lt;br /&gt;
&lt;br /&gt;
Well, that is what is supposed to happen.  Occasionally there&#039;s a bit of a problem and you get ghosts.  If a person dies under traumatic conditions or isn&#039;t given the proper burial rites, their po may become a hungry ghost.  These nigh mindless beast-things are the reason we take so much care to give everyone a proper burial, even the people we don&#039;t like.  On the other hand, if a person dies with significant unfinished business or a strong tie to something in Creation, his soul may pass into the underworld and linger on as a ghost.  Ghosts can see, communicate with, and affect Creation.  This is why we venerate our ancestors, many of them linger in the underworld and rely on us to supply them with wealth and sustenance in the form of prayers and sacrifices.  Of course, they help take care of their families, so we get the wisdom of our ancestors to guide us as well as blessings on us and curses upon our enemies.&lt;br /&gt;
&lt;br /&gt;
The Immaculate Order teaches that ancestor worship is wrong and insists that continuing your existence after your death is a blasphemies.  That&#039;s why they don&#039;t have any wise and loving ancestors taking care of them, they all believe that not moving right on to their next life is a very bad thing and so, even if they end up in the afterworld, the simply let go and pass on.&lt;br /&gt;
&lt;br /&gt;
Although the po is tied to its corpse, the fate of the hun and the po are totally unconnected to one another.  It is quite possible for a necromancer or Deathlord to kill someone and end up with a zombie, a hungry ghost, and a regular ghost all working for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mommy, if I&#039;m just going to be reincarnated or become a ghost, why do I have to be a good boy?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You mean other than mommy will beat you for being naughty?  The actions you take in this life are judged when it comes time to assign your soul to a new life [Exalted: the Abyssals pg 27].  So, if you want to &amp;lt;s&amp;gt;be rich and powerful&amp;lt;/s&amp;gt; attain a higher karmic position in the next life, you have to be righteous in this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But can&#039;t I just stay a ghost forever and not worry about what happens in my next life?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, I&#039;m afraid you can&#039;t.  First of all, the Honored Ancestors are always watching you --even when you&#039;re hiding in the barn and playing with yourself-- so they&#039;ll know what type of person you are if you should happen to become a ghost, and will be prepared to punish you accordingly.  Secondly, the things that hold you to the underworld fade with time, if your burning passion is to ensure the prosperity of your mother in her later years since you were unable to as an ungrateful child, then when I passed away you would loose that bit.  Thirdly, the Honored Ancestors tell us that the Death Lords use them as raw materials for their war machines and ashtrays.  Not a good career choice I&#039;d say.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But mommy, the god of the river said she could move me out of my body and into someone else&#039;s by transferring memories [Memory Transference charm], but leaving the soul in place.  Also, I don&#039;t remember anything about any other lives [mortals can only buy up to two levels of Past Lives merit &amp;quot;under extraordinary circumstances&amp;quot; and it only goes back one life].  Doesn&#039;t this mean that my hun isn&#039;t me and when my soul goes to heaven they&#039;ll clean me right off it and I&#039;ll stop existing?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, it&#039;s certainly implied, but do you really want to take that risk?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boy, fetch me the switch.  I can see we&#039;re going to have to end this lesson the old fashioned way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_isn%27t_the_World_of_Darkness&amp;diff=5339</id>
		<title>Exalted isn&#039;t the World of Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_isn%27t_the_World_of_Darkness&amp;diff=5339"/>
		<updated>2005-07-16T15:30:03Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No, this isn&#039;t a rant about Exalted - oWoD connections.&lt;br /&gt;
&lt;br /&gt;
Many people coming to Exalted have played one of the original (pre-Time of Judgment) [[World of Darkness]] (oWoD) games and thus assume that the mechanics are going to be pretty much the same.  Mostly they are correct.  Unfortunately, there are a couple of places where things have been changed and they can bite you in play.&lt;br /&gt;
&lt;br /&gt;
; Ones don&#039;t subtract : In most oWoD games I&#039;m familiar with, every 1 you roll subtracts a success from your results and you can botch if you have a 1 left after canceling out all your successes.  In Exalted rolling a 1 is no different than rolling any other number that isn&#039;t a success.  Unless, of course, you roll no successes at all, then a 1 indicates a botch.&lt;br /&gt;
&lt;br /&gt;
; Soak isn&#039;t rolled. : In Exalted, a characters bashing or lethal soak are subtracted from the damage dice, no rolling is involved.  This streamlines combat a bit as well as makes the characters in Exalted a bit tougher than their counterparts in oWoD games.&lt;br /&gt;
&lt;br /&gt;
; Difficulty is the number of successes you have to roll to succeed. :  Your target number is seven (unless you&#039;re playing a Sidereal with a TN reducing charm) for &#039;&#039;every&#039;&#039; roll.  Meaning that you get a success if you roll a 7, 8, or 9 and two successes if you roll a 10 (and, of course, there&#039;s an exception - 10s don&#039;t double when rolling damage or for any roll extras make).   Difficulty is addressed solely by increasing the number of successes you need to perform the action.  Typical difficulties are set forth in the Character Creation section of the core book.  If you need to penalize a player for some condition and raising the action&#039;s difficulty doesn&#039;t feel right for the circumstance, you can subtract dice from their dice pool.  Since two dice will average one success, a -2 dice penalty is mechanically the same as raising the difficulty by one.  On average.&lt;br /&gt;
&lt;br /&gt;
More to come as people point them out to me.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=4368</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=4368"/>
		<updated>2005-07-16T15:28:53Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note to contributers:  Please read the discussion tab before adding new pages.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[Exalted]] is huge. It&#039;s big enough to make me want to reach for lame Hitchiker&#039;s Guide to the Galaxy quotes about space while I&#039;m writing this. There are many books, the system, while not huge in of itself, supports a vast array of powers for the Exalted to bring to bear, and the setting itself is huge, with more landmass than Earth - and that&#039;s just what&#039;s left after the Fair Folk ate half of it!&lt;br /&gt;
&lt;br /&gt;
Luckily, that&#039;s not a big problem - you absolutely do not need to use all of that vastness - but it can be intimidating, especially when first coming to the game, and even for experienced Exalted players looking to change from parts of the game they&#039;re familiar with to more confusing territory (Sidereals, we&#039;re looking at you).&lt;br /&gt;
&lt;br /&gt;
This guide is to help people cope and have fun - it&#039;s really not as hard as it looks, and while nobody has really mastered the entirety of the game, between the number of kickass gamers who have contributed to this guide, there&#039;s lots of great advice on every aspect of the game in this document, which should help you play Exalted in the way you want to play it with the minimum of overhead and fuss. Specifically, this is a guide for:&lt;br /&gt;
&lt;br /&gt;
- Those new to the game, either eager to dive straight in to a particular type of game, or not knowing where to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Those considering entering new territory in the game, and looking for advice (About to run a Sidereals game after Solars, switching from Classic to Power Combat, wanting to introduce Akuma as adversaries and wondering how deadly they are)&amp;lt;br&amp;gt;&lt;br /&gt;
- Those wanting to see how other gamers have gone with a specific point (Should I buy Savant &amp;amp; Sorcerer? What happens when my Solars get to ~200XP?)&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done our best to organise the guide so it&#039;s helpful to everyone, though we&#039;ve taken care to make it not confusing for beginners especially.&lt;br /&gt;
&lt;br /&gt;
This guide is the accumulated wisdom of a great number of successful Exalted games, from those run with just the corebook, to kitchen-sink games with piles of books. Exalted can work fantastically with any of them, and we&#039;re here to help your Exalted games be an almost illegal amount of fun, no matter how much material you want to use. &lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
**[[Sidereal Astrology For Dummies]]&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
**[[Exalted isn&#039;t the World of Darkness]]&lt;br /&gt;
*The Library (this entire section is mostly empty - see Kingdom of Halta under Settings &amp;amp; Adventures for an example of &amp;quot;how to do it&amp;quot;)&lt;br /&gt;
**[[Exalted Core Rulebooks]]&lt;br /&gt;
**[[Exalted Sub-game Books]] (aka fatsplats)&lt;br /&gt;
**[[Exalted Topical Supplements]]&lt;br /&gt;
**[[Exalted Settings &amp;amp; Adventures]]&lt;br /&gt;
**[[Caste and Aspect Books]]&lt;br /&gt;
*Random Bits&lt;br /&gt;
**[[What happens when I die?]]&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Combat&amp;diff=10399</id>
		<title>Exalted Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Combat&amp;diff=10399"/>
		<updated>2005-07-14T01:36:32Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are articles on running combat in Exalted.&lt;br /&gt;
&lt;br /&gt;
[[Arianna Explains Not Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mnemon Explains Solar Combat]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mailanka&#039;s [[Exalted Basic Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mailanka&#039;s [[Exalted Combat 101]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mailanka&#039;s [[Exalted DragonBlooded Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
Kasumi&#039;s [[Exalted Power Combat 101]]&lt;br /&gt;
:: - in the vein Mailanka&#039;s Exalted Combat 101 for the Power Combat system in the &amp;lt;u&amp;gt;Exalted Players&#039; Guide&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Power_Combat_101&amp;diff=10487</id>
		<title>Exalted Power Combat 101</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Power_Combat_101&amp;diff=10487"/>
		<updated>2005-07-14T01:36:17Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Ported page over from Exalted Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kasumi&#039;s Power Combat 101 =&lt;br /&gt;
&lt;br /&gt;
(it&#039;s not Mailanka quality, but for the moment, it&#039;s all you&#039;ve got ;)&lt;br /&gt;
&lt;br /&gt;
In the shadows beneath Rathess, a light moved without fear or impediment, bringing its radiance to long forgotten wells of darkness, illuminating ancient secrets, and casting down that which sought to destroy what remained of the city&#039;s fallen glory.&lt;br /&gt;
&lt;br /&gt;
That light&#039;s name was Alakra, and he was Chosen of the Unconquered Sun.  His golden braids skipped in the wind created by the speed of his passage, his green eyes glinted in the darkness made light by his anima, and in his accoutrements of holy orichalcum, Rathess could be seen reflected as it was in all its majesty, not as the ruin it was today.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; The first of the example characters helping us today is Alakra Magpie, a Night Caste procurer of artifacts (more or less a tomb robber with an academic tenure).   Alakra is a young Solar of moderate experience (Essence 3), phenomenal mobility, and a powerful practitioner of Tiger Style. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He is equipped with orichalcum Razor Claws, and orichalcum Hearthstone Bracers, socketed with a Gemstone of Perfect Mobililty (from Castebook:  Dawn, grants him two splittable dice pools per turn). &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra has numerous charms, but for the moment he has only one active:  Feather Foot Style, which allows him both to walk on the surface of liquids (very useful for flooded parts of the Underways), and doubles his movement rate for the remainder of the scene. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Part One:  Power Combat Is Not Just Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Unskilled Penalties For Exalted ===&lt;br /&gt;
&lt;br /&gt;
Alakra roams the underways at will, seeking ever to uncover that which has lain hidden for far too long, and nothing can bar the passage of a determined Chosen of the Unconquered Sun.  Sadly for our brash young hero, this means all too often he wanders into areas of exceptional danger just as easily as the safer parts of the Underways.  While hurtling along at incredible pace, he stumbles across a chamber whose secrets the ancient Dragon Kings wished to see never again come to light--and accordingly, as he steps on the first flagstone, ancient mechanisms seek his doom...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Alakra has set off a trap!  How very D&amp;amp;D.  Alakra&#039;s ST calls for a Perception + Awareness roll.  The young Exalt has a decent Perception (3), but being exceptionally optimistic, has never seen a need to buy any awareness.  If Alakra was not of the Exalted, this would levy a two dice penalty on his roll, leaving him with only 1 dice (3 - 2 = 1).  However, the Exalted (and only the Exalted) do not suffer a dice pool penalty for being unskilled.  Hence, Alakra rolls 3 dice, and luckily scores 2 successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hardness ===&lt;br /&gt;
&lt;br /&gt;
A gnarled and spined wooden spear hurtles from its hiding place, flung by the mechanism tripped by Alakra&#039;s unwary foot.  The Exalt&#039;s keen senses notice the barb just as it is about to strike him, and a burst of golden essence ripples over his skin, shattering the spear into a thousand sun-bleached splinters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Having succeeded his roll, Alakra notices the trap and may defend himself against it.  Deciding to look tough about it, he decided to allow the spear to hit him, at which point he will use a soak charm to save his precious health levels.  The ST declares that the spear does 7 lethal base damage, and asks how the unarmoured Alakra intends to soak.  The Solar activates Iron Kettle Body for 3 motes, gaining not only +9 lethal soak (for a total of 10 in conjunction with his 2 stamina), but a Hardness of 8 against this one attack. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Because the raw damage of the attack is less than Alakra&#039;s Hardness (7 &amp;lt; 8), he ignores the attack entirely--it does not even roll the normal one die of minimum damage.  The hardness would also have allowed Alakra to ignore the attack if the raw damage had been equal to it--8L. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;If the spear&#039;s raw damage was 9L, it would have been above the hardness, but still less than Alakra&#039;s soak of 10L.  Hence, while he could not have ignored it, he would only have taken the minimum damage of 1 die.  Remember, Hardness applies &amp;lt;b&amp;gt;before&amp;lt;/b&amp;gt; soak. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dice Pool Penalites For Essence Users ===&lt;br /&gt;
&lt;br /&gt;
Sadly for the young hero, however, the spear was but one of the mechanism&#039;s organic assaults.  A hideous cloud of spores seeps into the chamber, filling his lungs and forcing him to cough uncontrollably.  This is of particular note as he stumbles forward, and the next flagstone grinds beneath his feet, eloquently speaking of a second mechanism...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; The horrible spores levy a 2 dice penalty to all of Alakra&#039;s pools.  How sad!  Even worse, there is another trap on the next flagstone, and the ST calls for another Perception + Awareness roll.  Surely this time Alakra will fail--with a 2 dice penalty from his Perception of 3, he&#039;ll have only one die--right? &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Actually, no.  As an Essence User, Alakra is attuned to the world, and thus there is a limit to which his ability to affect it may be diminished.  No Essence User can have their dice pool reduced beneath their Essence by dice pool penalties.  As such, Alakra rolls his full 3 dice, since his Essence is 3. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He scores one success--luckily. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that wound penalties are explicitly an exception to this rule.  Multiple action penalties are also an exception (though not explicitly stated in the Player&#039;s Guide).  Note also that this rule applies to all beings with access to their Essence pools--unlike the unskilled penalty rule above, which is the exclusive purview of the Exalted. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minimum Damage ===&lt;br /&gt;
&lt;br /&gt;
Despite the disgusting sensation of spores clogging up his lungs, the young Solar&#039;s attunement to the world is such that he notices the silently swinging pendulum of razor-sharp obsidian swinging at him from the ceiling.  Summoning the might of his god-like body once more, he braces himself for the blow, but despite stopping the pendulum&#039;s arc cold upon his essence-reinforced flesh, a single drop of blood trickles down from its point of impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Alakra decides to repeat his soaking trick, not noticing the wicked grin on the ST&#039;s face.  Cheerfully, Alakra&#039;s player asks for the damage. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;27L. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Ow. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra &amp;lt;b&amp;gt;could&amp;lt;/b&amp;gt; activate Iron Kettle Body again, but since the raw damage of the attack is above the Hardness provided by the charm, he would not be able to ignore it, and even Iron Kettle Body&#039;s considerable soak bonus would still leave him suffering many dice of damage.  Instead, he activates Iron Skin Concentration, costing 3 motes, which can reduce any attack to minimum damage, as if it had been entirely soaked.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In this case, that&#039;s a measly 1 dice of damage.  The ST rolls, and Alakra&#039;s luck holds--no damage (though the player and ST agree a cosmetic cut would be nifty).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having survived the sequential trapping calamity with little but his pride bruised, the brash young Solar brings the secrets of the chamber out into the light, much to the delight of his circle&#039;s Twilight.&lt;br /&gt;
&lt;br /&gt;
== Part Two: ...But It Is &amp;lt;B&amp;gt;Mostly&amp;lt;/B&amp;gt; Combat ==&lt;br /&gt;
&lt;br /&gt;
All is silent atop the Tower of the Garden, amongst the ruins of a once glorious display of the wisdom and might of the Dragon Kings.  Overgrown and strangling creepers bedecked with throrns surge over a plaza once a miracle of cultivation, offered in piousness towards the majestic form of the Unconquered Sun, without whose life-giving warmth such a work of art would have been impossible.  Shattered stone walls that once supported the delightful garden dripped with jungle condensation, and dank pools of green muck ran amongst the flagstones, where once radiant fountains glittered with water like crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent, though it is not enough.  When we are done, nothing shall remain to show these despicable heretics ever lived!&amp;quot;  All was silent, that is, other than the voice of Cathak Marissa, sweeping through the plaza with the chill and fury of a blizzard.  She stood there, resplendent in her awesomely sturdy armour of blue jade, utterly encased but for her beautiful pale face, and her long white hair, floating in the icy breeze that followed her wherever she went.  The Bite of Frost, a magnificent blue jade direlance, was gripped loosely in her right hand, while her left supported her thunderbolt shield, again in perfect blue.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not even your darkness can hide the light of history and wisdom, Dragonling.  No power can deny the people of Creation the truth forever.&amp;quot;  It was if the sun rose again--a slight man in black silks, with long blonde braids flowing behind him, arose over the eastern side of the tower, burning through the air in the midst of a bright golden halo, his right hand coiled within an orichalcum claw, his left extended before him, as if to direct the surge of essence that allowed him to fly.  Marissa sucked in a sharp, icy breath, and then spat upon the broken ground in fury.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alakra, the one they call the Storm of Blood and Gold.  I see you, Anathema, and this day is your last!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Storm of Blood and Gold?&amp;quot;  The Solar chuckled as he orbited the tower twice, before settling to a landing many yards from the Air Aspect.  &amp;quot;That&#039;s a good name.  But you are outmatched, girl.  Go home, back to your Isle, and leave the wisdom buried in this city to us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You slew Cynis Daok and Tepet Silea!  I will avenge them, I swear, and bring your head to Silea&#039;s mourning brother!&amp;quot;  at Marissa&#039;s snarl, shards of ice began to manifest in the swirling maelstrom of wind about her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I killed them, true, but only because they attacked me for no better reason than what I am--as you are about to do.  But if you insist...&amp;quot;  The Solar smiled, and his body coiled into the stance of the Tiger, bristling with essence and power.&lt;br /&gt;
&lt;br /&gt;
And so it began.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Our second example character today is Cathak Marissa, a young Air Aspected Dragon Blood, and recent graduate of the House of Bells.  She is typical of a fairly inexperinced Dragon Blood, such as Celestial PCs are likely to encounter early in their careers. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;She doesn&#039;t know it yet, but she&#039;s about to die. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa is wearing jade superheavy plate, which has a hardness of 4 and grants her an additional 15L/15B soak.  She has a jade Thunderbolt shield, granting her another 2L/2B soak, and increasing the difficulty of attacks made against her by 2.  Her jade direlance has a Speed of 15, an accuracy of 2, a damage of 9L, a defence of 3 and a rate of 3 (it is a standard Jade Direlance).&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Her relevant attribute and ability scores are Str 3, Dex 4, Sta 3, Wits 3, Melee 4 (Lance 2), Dodge 4, Martial Arts 3 and Essence 3.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Her base soak is 18L/20B.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa does not choose to activate any charms at this time, nor does she have any currently activated--this is mostly to preserve her essence pool for instants, since a great deal of it is committed to her artifacts.  She bears a Windhands Gemstone and a Stone of the Revolutionary Dog, both powerful hearthstones but not relevant to this combat.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Cathak Marissa is not meant to represent all Dragon Blooded.  Her purpose is to demonstrate how poor tactical choices are punished in Power Combat.  This is not a fair fight.  She is going to die, and it will not be pretty.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra has the artifacts mentioned above.  His Orichalcum Razor Claws have a speed of 0, an accuracy of 2, a damage of 5L, defence of 2, and an incredible rate of 7.  Orichalcum no longer gives a speed bonus, but adds +1 to rate.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;His relevant attribute and ability scores are Str 3, Dex 5, Sta 2, Wits 5, Martial Arts 5 (Claws 3), Brawl 5 (Clinch 3), Dodge 5 and Essence 3.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He has activated Tiger Form and Flow Like Blood.  He has cancelled his activation of Eagle Wing Style.  He is not currently using Feather Foot Style.  He knows the charm Celestial Tiger Hide, but chooses not to activate it--a Direlance is a fearsome weapon, and he knows if his fragile body is struck by it, the instant charms used earlier against the traps will be of much more use.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extended Movement ===&lt;br /&gt;
&lt;br /&gt;
Both Exalted burst forward, their legs pumping furiously.  As Marissa hurled herself furiously into a sprint to close the huge distance across the top of the tower, she saw the Anathema&#039;s body burst into golden fire, and it seemed as if he moved with the swiftness of sunlight itself.  She quelled the fear in her breast, however; while Daok and Silea had been felled by that terrible alacrity before they could even strike, they had not the magnificent protection of solid blue jade to guard them against those unholy claws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; The two Exalted are 100 yards apart.  Since they are unlikey to make contact this turn, and neither makes use of ranged attacks, initiative is not called for by the ST. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa uses her whole dice action to move.  As such, she moves 20 yards + her Dexterity x 3, or 32 yards. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra, thanks to his Gemstone of Perfect Mobility, has two actions per turn.  Like Marissa, he uses the whole of his first action to move, and covers 35 yards with his slightly higher Dexterity.  For his second action, however, he decides to use a Simple charm--Increasing Strength Exercise.  Combatants may move up to 12 yards + their Dexterity and still take a full action, so Alakra moves an additional 17 yards as well as activating his charm.  He spends 9 motes from Peripheral and increases his strength to 6. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;The distance between the Exalts is now 100 - (32 + 35 + 17) yards, or 16 yards. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
&lt;br /&gt;
Stone shattered under Marissa&#039;s jade-shod footfalls, shards being swept into her wind, while stagnant water streamed back from Alakra&#039;s path, rended golden and transcendent, falling pure to the ground in the cleansing light of his anima.  As they closed, the Cathak levelled the Bite of Frost out before her, knowing the key to victory lay in forcing the Anathema onto the defensive with its great length, keeping herself well outside the range of his golden claws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Marissa rolls 1d10, scoring a 6, and adds her speed of 22, for a total of 28. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra rolls 1d10, scoring a 5, and adds his speed of 10, for a total of 15. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra is clearly never going to beat a spear-wielder in initiative with his short claws, ever. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rate ===&lt;br /&gt;
&lt;br /&gt;
Breathing out a frosty mist, Marissa slowed her dash slightly, bringing her lance sweeping about in the Three Brave Dragons formation taught at the House of Bells, a fierce attacking style for the lance that nevertheless preserved the warrior&#039;s defence capability.  Her voice burst forth in a fierce kiai, but the Solar seemed unmoved by her ferocity--clearly he had fought graduates of the House before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Marissa is 16 yards from Alakra.  Coincidentally, she may move 12 yards + her Dex, or 16 yards, and still take a full action.  She does so, moving forward to engage the Solar. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa&#039;s direlance has a Rate of 3.  As a consequence, she can take no more than 3 actions with her lance in a turn without the aid of charms or other magical effects (she thinks it&#039;s a little early for Ringing Anvil Onslaught, however).  She must still take multiple action penalties as per normal Exalted rules to make use of these three actions, however.  Marissa could, at her option, still use the normal multiple action rules to take as many actions as her dice pools could support, but no more than three of these could be with her lance. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa chooses to take three actions, making two attacks with her lance on this initiative beat, and reserving her third action to defend herself with later. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Full Parry ===&lt;br /&gt;
&lt;br /&gt;
Alakra&#039;s eyes flicked over the dancing head of the lance, recognising the Three Brave Dragons pattern.  He judged that while his initial assumption of superiority was correct, Marissa was a skilled opponent and worthy of caution.  As the lance swept in, charged with essence, he fell into a defensive stance, flicking his claws about in a warding pattern, striking the lance&#039;s blade each time it dances near him.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Marissa makes her first attack, using Stoking Bonfire to add 4 dice to her pool.  Her total pool is Dex 4 + Melee 4 + Specialty 2 + Accuracy 2 + 4 from her Charm - 3 for multiple actions, for a total of 13 dice.  She rolls well, scoring 7 successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In response, Alakra aborts to a Full Parry.  His defence is Dex 5 + MA 5 + Specialty 3 + Defence 2, for a total of 15 dice.  He also rolls 7 successes, and parries her first attack. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa follows up instantly with her second blow, using Stoking Bonfire again, and rolls 12 dice for her attack.  She achieves 6 successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Having aborted to a Full Parry, Alakra may attempt to parry this blow as well, with one less dice in his pool, &amp;lt;b&amp;gt;exactly like a full dodge&amp;lt;/b&amp;gt;.  Unlike a full dodge, however, he may only make a number of parries equal to the rate of his weapon--in this case, 7.  Alakra rolls 14 dice, but only scores 3 successes! &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Ouch. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
&lt;br /&gt;
However, the Brave Dragons will not be denied, and the Bite of Frost scores over the orichalcum in a shower of blue and gold sparks, slicing up into the unarmoured Solar&#039;s chest.  Marissa feels a surge of power and joy at this first taste of blood--until she notes that it is not blood flowing from the Anathema, but light.  She twists the blade, but it meets no resistance in Alakra&#039;s dreamlike body.  He steps back, smiling.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must have greater skill by far than that to wound the Chosen, little Cathak.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Alakra can&#039;t parry the blow a second time, despite having 5 parries remaining in his Full Parry, because you can&#039;t apply the same defence multiple times to an attack.  You can, however, apply as many different defences to an attack as you have available, and Alakra is granted a reflexive dodge by Flow Like Blood. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra&#039;s Dodge pool is equal to his Dexterity 5 + Dodge 5 + Hearthstone Bracer Bonus 3 + Essence 3, or 16 dice.  He rolls 8 successes, easily avoiding the remaining 3 successes on Marissa&#039;s attack. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Hearthstone Bracers, no matter what the construction, always add 3 dice to all dodge pools in addition to their normal effects. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All beings with an Essence greater than 1 receive their Essence as a bonus to all dodge rolls (though, to be fair, denying that guy who makes an Essence 1 Exalt with flaws his single die is a bit harsh). &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stunt Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Marissa falls back in shock, bracing herself with her spear in the posture of the Third Dragon.  The Anathema continues to smile, pacing about in a small circle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now you will learn, however briefly, that no amount of lust for vengeance makes it wise to attack one of the Chosen alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Golden light exploded about her, and Marissa is dazed, sweeping the butt of the lance forth instinctively in a whirling parry.  As her eyes cleared, she saw the Anathema, framed by twin streams of water rippling up from the sheer force of his passage and suffused with his light, charging forth, dashing up her extended lance.  Then he was gone, behind her, but she felt a terrible weight on the tip of the lance, and realised with dread that he had seized in his left hand, and was using it to spin about as leverage, before raking his claws down her back in a storm of tearing and gouging swipes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Alakra pulls off some improbable stunt, and being in a generous mood, his ST gives him a +2 bonus.  Normally, he could take the reward as either 1 WP, or 2 motes of Essence.  In Power Combat, all &amp;lt;b&amp;gt;mote&amp;lt;/b&amp;gt; rewards from stunts are doubled, so Alakra can take 4 motes of essence as his reward.  This never doubles dice or Willpower, only motes regained. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This handily pays for the motes from his cancelled Eagle Wing Style, so Alakra takes the 4 motes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Increased Minimum Damage ===&lt;br /&gt;
&lt;br /&gt;
Marissa felt searing pain errupt in her back, and the stone beneath her feet crunching with the impact of the Anathema&#039;s blows upon her body.  Summoning the might of the Five Dragons, she sought to reinforce her frame with Essence, but to no avail--while the blows were dulled somewhat, bright red blood arced out from her body to paint the ruined plaza behind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Alakra declares three attacks with his claws on his initiative.  Ordinarily he&#039;d be unable to do this, since he declared a Full Parry, but as he has a Gemstone of Perfect Mobility, he has an additional action, which he may use freely for multiple actions according to normal rules. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that the gemstone would also allow him to take up to 14 actions with his claws--7 with his first pool, and 7 with his second, never exceeding the Rate with a single pool. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra&#039;s first attack is made with a dice pool of his Dex 5 + MA 5 + Specialty 3 + Accuracy 2 + Stunt Bonus 2 - Multiple Actions 3 for a total of 14.  He chooses to use Striking Fury Claws on this attack to increase the damage, and rolls 7 successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa uses her held action to parry, with a pool of Dex 4 + MA 4 + Specialty 2 + Defence 3 - Multiple Actions 5 for a total of 8 dice.  She rolls 4 successes, and her shield subtracts 2 successes, leaving Alakra with one success.  She activates Flickering Candle Meditation in order to build a dodge pool of 4, to which her Essence is automatically added, as with all dodges, and a -2 mobility penalty from her armour for a total of 5 dice.  Rolling 3 successes, she easily evades the first blow. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;The second blow, also with Striking Fury Claws, rolls 9 successes on 13 dice!  With no parry, she is forced to dodge again, once more for 3 successes, leaving Alakra with four successes after her shield. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;His damage is Str 6 + Tiger Form 5 + Striking Fury Claws 3 + Claws 5 + Hearthstone Bracers 2 + Extra Successes 4 for a total of 23, five damage over Marissa&#039;s lethal soak of 18.  Note that Marissa&#039;s armour&#039;s Hardness of 4 is entirely irrelevant--the raw damage was in excess of it, and thus it is ignored. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa activates Five Dragon Fortitude, and buys four lethal soak in order to buy Alakra&#039;s damage down to the minimum of one die--or at least, that&#039;s how it used to work. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In Exalted Power Combat, Marissa is out of luck.  Soak cannot reduce the damage of an attack to less than the attacker&#039;s Essence.  Hence, Alakra still does 3 dice of damage.  He rolls, and scores 1 HL of damage. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Realising she&#039;s spending Essence too fast, Marissa offers no resistance to the third blow, trusting to her armour.  Alakra scores 6 successes on 12 dice with the third attack, for a damage total of 26.  Marissa&#039;s armour soaks 18, and Alakra rolls 3 HL of damage upon her from the remaining 8 dice.  She has lost her -0 level and three of her four -1 levels. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clinches ===&lt;br /&gt;
&lt;br /&gt;
Whirling about, determined not to allow the Anathema to see the pain his cruel blows had inflicted, Cathak Marissa held her shield out towards him, spinning her lance about the axis of her hand in an entirely defensive posture, desperate to regain a tactical advantage.  How could she deal with such speed?&lt;br /&gt;
&lt;br /&gt;
Alakra crouched, a finger tracing its way through Marissa&#039;s fresh, bright blood upon the ground.  He looked up, green eyes flecked with gold, his Anima still burning.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not sufficiently skilled with that lance to defeat me.  Let us test your abilities in other modes of combat.&amp;quot;  He vanished in a blur, and three times she felt her lance ward away his razor-sharp claws, but then pain shot through her skull as he seized her long white hair, bringing her down to her knees, bent backwards over his own as his free hand closed about her throat...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Next round! &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Wound penalties now apply to initiative, so Marissa loses 1 from her initiative total.  This does not change the fact that she still has a comfortable 12 points of base initiative up on the Solar, and hence she wins initiative again. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa chooses to full parry.  This allows her, as explained above, to parry a number of times equal to the weapon&#039;s rate (3), losing one die from her pool each time after the first. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that you must choose which weapon to full parry with--if she was dual wielding two lances, she could not add their rates to parry 6 times with a full parry (though she could do so with normal multiple action rules, parrying three times with each lance).  Alakra, on the other hand, could take two full parries--one with each of his two pools--and if he chose, he could take one with his claws (Rate 7), and one with his left fist (Rate 5), though since nothing would be stopping him from using his claws for both, this would be unlikely.  He would still only be able to apply one parry action to each attack, regardless. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra makes three probing attacks with his first pool in order to draw out her parries.  We will assume that between the parries, the shield and Flickering Candle, she avoids them all.  With his second pool, however, he makes a single attack--a Clinch. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;All attacks or maneuvers of the grappling type are now considered clinches.  Holds, throws and the like are still possible, but they are now consequences of a clinch rather than maneuvers in their own right.  A clich is a -6 speed, 0 accuracy, Rate 1 attack, and hence Alakra cannot take multiple action penalties in order to make multiple clinch attempts. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra makes his Clinch attack, activating Dragon Coil Technique, which gives him bonus dice equal to his Essence.  He may use either Strength or Dex plus Brawl or Martial Arts to make the attack, and chooses Str 6 + Brawl 5 +  Specialty 3 + Dragon Coil 3 for 17 dice total, rolling 9 successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa attempts to dodge with Flickering Candle, and rolls a measly 2 successes.  Alakra still has five successes after her shield, and has successfully initiated a clinch. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Despite the ferocity of Alakra&#039;s stunt (for which miserly ST gave no bonus, wah!), no-one is in control of the clinch just yet.  If either party had any remaining actions, they could attempt to take control of the clinch, but as they don&#039;t, nothing happens for the moment. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;What&#039;s control of the clinch, you ask?  Well, we&#039;ll see next turn. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra does, incidentally, take 1 lethal damage dice from Marissa&#039;s anima at this point.  She does not roll a success, however.  If Alakra had have been wearing armour with a Hardness rating of 1 or higher, he would have ignored the anima entirely. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clinching Continued--And Piercing Damage ===&lt;br /&gt;
&lt;br /&gt;
Marissa struggled against the iron grip of the Anathema with all of a Dragon&#039;s fury, but only in vain.  Ignoring the razor-sharp shards of ice swirling in her anima, Alakra closed his hand about her blue jade gorget, which began to crack with a satisfyingly horrible sound, like a glacier breaking apart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Initiative is very, very different this turn.  Both parties have really no choice but to clinch, which is Speed -6.  Alakra rolls 1d10, and adds his speed of 4, scoring 9.  Marissa rolls 1d10, adding her speed of 1, and subtracting 1 for her wound penalty, and scores 5.  Alakra wins! &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;On his initiative, Alakra activates Dragon Coil Technique, and makes a clinch action.  This forces the clinch into being contested, which means Marissa&#039;s attempt to resist the clinch happens on this initiative as her dice action.  She cannot escape and then take actions. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra rolls 17 dice as before, scoring 10 successes! &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa rols Dex 4 + MA 3 - Wound Penalty 1 for 6 dice, scoring 3 successes.  Alakra is in control of the clinch, with 7 extra successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He may now opt to a) do damage b) hold Marissa in the clinch without doing damage c) end the clinch, either releasing Marissa, throwing her up to his strength in yards, or throwing her to the ground prone. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He opts to do damage. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Normally doing damage in a clinch is Str + 0B + Extra Successes damage.  Because Alakra is using Dragon Coil Technique, he does Lethal damage.  He also adds the bonus damage from his hearthstone bracers as normal. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;If Alakra had been using a Clinching Aid, like a Crushfist or Fighting Chain, he could have added its Accuracy and Damage to relevant pools.  However, as a Tiger Style Martial Artist, this is an unnatractive prospect to him--you may only enjoy the benefits of a form if unarmed or armed only with the weapons of that style. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra&#039;s damage is hence Str 6 + Extra Successes 7 + Hearthstone Bracers 2 for 15L total.  Normally this would be soaked to minimum damage by Marissa&#039;s armour...but wait!  Clinches do piercing damage! &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Piercing damage is exactly like the damage done by target arrows--it halves soak provided by armour.  In Power Combat, many Bashing Damage attacks have Piercing, because their crushing force translates better through armour.  Hence, her armour provides only a soak of 8, for a total of 11L soak.  Alakra rolls four dice of damage, getting 2 successes.  Marissa loses her last -1 level and her first -2 level, leaving her with 3 -2 levels and one -4 remaining. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A clinch is rate 1, and hence Alakra could not take multiple action penalties to attempt to control the clinch multiple times, but he can use the second full action granted by his hearthstone to do so once more, and he does.  Marissa has no more actions, and hence cannot contest the clinch--Alakra must roll at the difficulty of her last clinch roll (3 successes), but even if he fails, Marissa will not gain control. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He rolls 17 dice again, gaining a mere 6 successes this time--well in excess of the difficulty, however, with 3 extra successes.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He opts to do damage once more, doing Str 6 + Hearthstone Bracers 2 + Extra Successes 3 for 11 damage.  This is soaked entirely by Marissa&#039;s armour, even with piercing damage, but according to the Increased Minimum Damage rule, he still rolls his Essence in damage dice.  He scores one success, taking another of Marissa&#039;s -2 levels. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra takes damage from Marissa&#039;s anima again, and this time she rolls a success.  He loses his -0 level. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Next turn! &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Marissa smiled with satisfaction, even as blood welled forth over her pale lips and pristine white teeth.  A shard of ice had dug into the Anathema&#039;s forearm, and his blood dribbled down his fingers to mix with her own amidst the cracks in her gorget.  Grunting with the sudden shock of pain, the Anathema stood up, looking deep into the armoured Dragon Blood&#039;s ice-blue eyes as he hauled her by the throat from the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At this game, too, you fail.  Have you not understood yet?  I will give you one last chance--I hope to the Unconquered Sun that you take it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then, with a flick of his essence-strengthened arm, Cathak Marissa found herself hurtling away from him in a burst of golden light, walls shattering from the force of impact from her armoured back, one after another, creeping vines that might have stayed her trajectory snap-frozen by her anima and broken like so much glass...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Initiative!  Alakra, unsurprisingly, wins again. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;On his initiative, the Solar chooses not to activate Dragon Coil Technique, satisfied that he could easily kill her if he maintained it, and feeling no need to prove it.  Instead, he rolls to contest the clinch with his normal pool of 14, scoring 7 successes.  Marissa&#039;s 5 dice manage only two successes, so Alakra is in control of the clinch. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;He chooses to end the clinch.  At this point, he could normally either hurl Marissa 6 yards (his Strength), hurl her to the ground (automatic knockdown), or simply release her.  Instead, he activates Crashing Wave Throw, allowing him to hurl her either his Brawl x 5 (25) yards vertically, or twice that horizontally.  He chooses to hurl her 50 yards across the roof of the Tower of the Garden, smashing her through several walls in the process. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the interests of kindess for Marissa, we&#039;ll assume her armour saves her from any further damage from the incredible throw. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Holding Attacks ===&lt;br /&gt;
&lt;br /&gt;
Dragging herself from the crater left by her ungraceful landing, Marissa stared fiercely out from behind her blood-matted hair, her blue eyes losing none of their courage or fury.  She roared, her voice that of the blizzard itself, a wordless challenge.&lt;br /&gt;
&lt;br /&gt;
Alakra, far away across the trail of wreckage left in Marissa&#039;s wake, smiled and pointed upwards with his left hand.  Obediently, golden essence bore him skywards, and he resumed his orbit about the tower.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you fleeing, Anathema?&amp;quot;  the Cathak spat out her own blood, oddly satisfied by the way it froze before hitting the ground.  &amp;quot;Do you not have the courage to stand against a vengeful Dragon?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are a fool, Dragonling, but a courageous one.&amp;quot;  Alakra laughed, his clear voice ringing even through Marissa&#039;s howling winds.  &amp;quot;Very well!  I shall give you the death you so crave, and bear your valour in my memory into the Age to come.  Here, I shall give you a gift--I will use my most powerful technique to slay you, that you may face your rebirth without shame.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He exploded forth, bleaching the very air about him with the might of his anima, and Marissa braced herself for his coming.  She stood again in the Three Brave Dragons stance, hoping to catch him, hoping that he&#039;d assume she wouldn&#039;t be so foolish as to use the same tactic again...while her own Essence sparked to unleash her own secret technique...&lt;br /&gt;
&lt;br /&gt;
...but interminably, she had to wait.  Impossibly mobile, the flying Solar hurtled about at incredible speed, able to set the pacing of the clash entirely as he wished.  Unnerved, her grip slipped slightly--and then he struck, hammering down towards her, not even bothering to attempt to parry her weak spear thrusts, unbalanced as they were, despite the freezing blue essence crackling around the lance, merely allowing them to pass harmlessly through his dreamlike body as he reached forth to strike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; After a couple of turns of Marissa pulling herself from her crater, and Alakra deciding to fly again, the two Exalted are about to exchange blows once more. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa, with the use of her lance regained, is in a commanding position from the point of view of initiative.  She rolls 1d10, adding her Speed of 23 and subtracting her wound penalties of 2, getting a result of 28. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra rolls 1d10, adds his speed of 10, and gains a result of 20!  An excellent roll, but still soundly beaten. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Sadly for the Dragon Blooded, however, her enormous speed--usually a magnificent advantage--is in this situation a tactical weakness, because her incredibly mobile opponent is able to exploit it. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;When Marissa&#039;s initiative comes up on 28, she declares three actions--however, with the flying Solar firmly out of reach, she is forced to hold them if she is to have any hope of attacking him.  She is forced to continue holding on beat 27, beat 26, and so on until beat 20, which is Alakra&#039;s initiative, where he will himself swoop in to attack.  When he does so, she uses two of her actions to interrupt him as attacks, activating her Stoking Bonfire + Falling Star Strike combo. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;However, in Power Combat, you receive a penalty of 1 die per skipped initiative beat on held attacks (and attacks only, never any other kind of action).  Having skipped 28, 27, 26, 25, 24, 23, 22 and 21, she takes an 8 dice penalty on her attacks.  Hence, her first attack is at &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Dex 4 + Melee 4 + Specialty 2 + Accuracy 2 + Stoking Bonfire 4 - Multiple Action 3 - Held Action 8 - Wound Penalties 2, or 3 dice. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Ouch. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Needless to say, her attack is easily dodged with Flow Like Blood.  Her second attack likewise. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Poor Marissa. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NB:  While Alakra is making use of the powerful Solar Charm Eagle Wing Style in order to outmaneuver the poor Terrestrial, any flying combatant may use the same strategy--rules for Flyby attacks from Eagle Wing are now constant across all flyers. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hopping Defences ===&lt;br /&gt;
&lt;br /&gt;
Seeing the wicked claws stretch forth once more, and the ease with which the dread Anathema ignored her technique, Marissa slammed the haft of Bite of Frost against the golden claws, hurling her body out of the way with the energy of the Hopping Firecracker, soaring up over the shattered wall to land upon the very point of an ancient fountain, safe....for the moment.&lt;br /&gt;
&lt;br /&gt;
Until, her eyes opening wide in shock, she saw the Solar turn in his awful trajectory merely by pointing his finger at her heart, and realised his speed was too great...there would be no escape for her this day, or ever again in this life.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; Held action penalties apply only to attacks, however.  Hence, when Alakra declares a single attack with his claws, Marissa has plenty of dice to parry with. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Alakra rolls his pool of 15, scoring a respectable 7 successes, leaving 5 after Marissa&#039;s shield. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Marissa rolls her parry, with a pool of 13, minus two dice for wound penalties, totalling 11, scoring 4 successes.  Activating Flickering Candle, she is able to score the single success she needs to avoid the blow, and then activates Hopping Firecracker, hurling herself (1/2 Dexterity) + 6 = 8 yards away, hoping to avoid the follow up attacks sure to come from the murderously swift Anathema.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;However, any attacker attempting to land a blow upon a user of hopping defences may use any unused yards of movement to catch up to the defender, assuming they have sufficient movement, and the defender does not land in an entirely innacessible location.  Alakra is flying, hence the fountain is not innacessible, and his movement with Eagle Wing Style is three times his sprinting distance--that is, three times (Dex x 3 + 20), or 105 yards.  He has movement to burn.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Just to put the matter beyond all doubt, however, he activates his Rage of the Tiger Savant combo, with Leaping Tiger Attack + Striking Fury Claws + Spine Shattering Bite.  He also spends a willpower to channel his valour on the attack for an additional four dice.  His total pool for the attack is 29, and he rolls 15 successes, 13 after the shield.  Marissa has no defence, her Essence exhausted, and she has no choice but to take the blow.  Alakra&#039;s damage of 38 is soaked to 20, which is doubled after soak by the effects of Leaping Tiger Attack.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Her eyes widened one last time, staring out over the city she thought to destroy, bathed in the golden radiance of her enemy.  A single tear trickled, half frozen, down her pale, blood-spattered face, as she heard the wet sound of her spine and heart being dropped to the ground by her foe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Such...power....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alakra smiled, a little sad, and watched her fall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are lucky you challenged a mere thief, and not a warrior like my brother Orin of the Dawn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;FIN&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=3723</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=3723"/>
		<updated>2005-07-04T17:28:21Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Preamble */  moved to discussion tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note to contributers:  Please read the discussion tab before adding new pages.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[Exalted]] is huge. It&#039;s big enough to make me want to reach for lame Hitchiker&#039;s Guide to the Galaxy quotes about space while I&#039;m writing this. There are many books, the system, while not huge in of itself, supports a vast array of powers for the Exalted to bring to bear, and the setting itself is huge, with more landmass than Earth - and that&#039;s just what&#039;s left after the Fair Folk ate half of it!&lt;br /&gt;
&lt;br /&gt;
Luckily, that&#039;s not a big problem - you absolutely do not need to use all of that vastness - but it can be intimidating, especially when first coming to the game, and even for experienced Exalted players looking to change from parts of the game they&#039;re familiar with to more confusing territory (Sidereals, we&#039;re looking at you).&lt;br /&gt;
&lt;br /&gt;
This guide is to help people cope and have fun - it&#039;s really not as hard as it looks, and while nobody has really mastered the entirety of the game, between the number of kickass gamers who have contributed to this guide, there&#039;s lots of great advice on every aspect of the game in this document, which should help you play Exalted in the way you want to play it with the minimum of overhead and fuss. Specifically, this is a guide for:&lt;br /&gt;
&lt;br /&gt;
- Those new to the game, either eager to dive straight in to a particular type of game, or not knowing where to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Those considering entering new territory in the game, and looking for advice (About to run a Sidereals game after Solars, switching from Classic to Power Combat, wanting to introduce Akuma as adversaries and wondering how deadly they are)&amp;lt;br&amp;gt;&lt;br /&gt;
- Those wanting to see how other gamers have gone with a specific point (Should I buy Savant &amp;amp; Sorcerer? What happens when my Solars get to ~200XP?)&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done our best to organise the guide so it&#039;s helpful to everyone, though we&#039;ve taken care to make it not confusing for beginners especially.&lt;br /&gt;
&lt;br /&gt;
This guide is the accumulated wisdom of a great number of successful Exalted games, from those run with just the corebook, to kitchen-sink games with piles of books. Exalted can work fantastically with any of them, and we&#039;re here to help your Exalted games be an almost illegal amount of fun, no matter how much material you want to use. &lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
**[[Sidereal Astrology For Dummies]]&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
*The Library (this entire section is mostly empty - see Kingdom of Halta under Settings &amp;amp; Adventures for an example of &amp;quot;how to do it&amp;quot;)&lt;br /&gt;
**[[Exalted Core Rulebooks]]&lt;br /&gt;
**[[Exalted Sub-game Books]] (aka fatsplats)&lt;br /&gt;
**[[Exalted Topical Supplements]]&lt;br /&gt;
**[[Exalted Settings &amp;amp; Adventures]]&lt;br /&gt;
**[[Caste and Aspect Books]]&lt;br /&gt;
*Random Bits&lt;br /&gt;
**[[What happens when I die?]]&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Exalted101:Main_Page&amp;diff=10449</id>
		<title>Talk:Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Exalted101:Main_Page&amp;diff=10449"/>
		<updated>2005-07-04T17:27:11Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Moved preamble to Discussion tab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections. It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
The original articles were cropped from the RPG.net Exalted 101 thread, but most of them need to be worked on some to fill in missing info.  As well, there are some obvious gaps in the info presented so anyone who can write (i.e., not me) and knows Exalted is encouraged to write in the missing parts and update for newer books as they come out.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki. For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted.&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2860</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2860"/>
		<updated>2005-07-04T17:21:14Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preamble==&lt;br /&gt;
&lt;br /&gt;
This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections.  It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki.  For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted. &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[Exalted]] is huge. It&#039;s big enough to make me want to reach for lame Hitchiker&#039;s Guide to the Galaxy quotes about space while I&#039;m writing this. There are many books, the system, while not huge in of itself, supports a vast array of powers for the Exalted to bring to bear, and the setting itself is huge, with more landmass than Earth - and that&#039;s just what&#039;s left after the Fair Folk ate half of it!&lt;br /&gt;
&lt;br /&gt;
Luckily, that&#039;s not a big problem - you absolutely do not need to use all of that vastness - but it can be intimidating, especially when first coming to the game, and even for experienced Exalted players looking to change from parts of the game they&#039;re familiar with to more confusing territory (Sidereals, we&#039;re looking at you).&lt;br /&gt;
&lt;br /&gt;
This guide is to help people cope and have fun - it&#039;s really not as hard as it looks, and while nobody has really mastered the entirety of the game, between the number of kickass gamers who have contributed to this guide, there&#039;s lots of great advice on every aspect of the game in this document, which should help you play Exalted in the way you want to play it with the minimum of overhead and fuss. Specifically, this is a guide for:&lt;br /&gt;
&lt;br /&gt;
- Those new to the game, either eager to dive straight in to a particular type of game, or not knowing where to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Those considering entering new territory in the game, and looking for advice (About to run a Sidereals game after Solars, switching from Classic to Power Combat, wanting to introduce Akuma as adversaries and wondering how deadly they are)&amp;lt;br&amp;gt;&lt;br /&gt;
- Those wanting to see how other gamers have gone with a specific point (Should I buy Savant &amp;amp; Sorcerer? What happens when my Solars get to ~200XP?)&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done our best to organise the guide so it&#039;s helpful to everyone, though we&#039;ve taken care to make it not confusing for beginners especially.&lt;br /&gt;
&lt;br /&gt;
This guide is the accumulated wisdom of a great number of successful Exalted games, from those run with just the corebook, to kitchen-sink games with piles of books. Exalted can work fantastically with any of them, and we&#039;re here to help your Exalted games be an almost illegal amount of fun, no matter how much material you want to use. &lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
**[[Sidereal Astrology For Dummies]]&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
*The Library (this entire section is mostly empty - see Kingdom of Halta under Settings &amp;amp; Adventures for an example of &amp;quot;how to do it&amp;quot;)&lt;br /&gt;
**[[Exalted Core Rulebooks]]&lt;br /&gt;
**[[Exalted Sub-game Books]] (aka fatsplats)&lt;br /&gt;
**[[Exalted Topical Supplements]]&lt;br /&gt;
**[[Exalted Settings &amp;amp; Adventures]]&lt;br /&gt;
**[[Caste and Aspect Books]]&lt;br /&gt;
*Random Bits&lt;br /&gt;
**[[What happens when I die?]]&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=What_happens_when_I_die%3F&amp;diff=3888</id>
		<title>What happens when I die?</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=What_happens_when_I_die%3F&amp;diff=3888"/>
		<updated>2005-07-04T17:20:56Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mommy, what happens to me when I die?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A human soul consists of two parts, the hun, or higher soul, and the po or lower soul.  The po provides your vitality and driving passions.  The hun is the seat of reason, memory, and virtue.  When you die, the po disperses into the essence of Creation and the hun travels to heaven where it is cleaned up and sent to its next incarnation.&lt;br /&gt;
&lt;br /&gt;
Well, that is what is supposed to happen.  Occasionally there&#039;s a bit of a problem and you get ghosts.  If a person dies under traumatic conditions or isn&#039;t given the proper burial rites, their po may linger on as a hungry ghost.  These nigh mindless beasts-things are the reason we take so much care to give everyone a proper burial, even the people we don&#039;t like.  On the other hand, if a person dies with significant unfinished business or a strong tie to something in Creation, his soul may pass into the underworld and linger on as a ghost.  Ghosts can see, communicate with, and affect Creation.  This is why we venerate our ancestors, many of them linger in the underworld and rely on us to supply them with wealth and sustenance in the form of prayers and sacrifices.  Of course, they help take care of their families, so we get the wisdom of our ancestors to guide us as well as blessings on us and curses upon our enemies.&lt;br /&gt;
&lt;br /&gt;
The Immaculate Order teaches that ancestor worship is wrong and insists that continuing your existence after your death is a blasphemies.  That&#039;s why they don&#039;t have any wise and loving ancestors taking care of them, they all believe that not moving right on to their next life is a very bad thing and so, even if they end up in the afterworld, the simply let go and pass on.&lt;br /&gt;
&lt;br /&gt;
Although the po is tied to its corpse, the fate of the hun and the po are totally unconnected to one another.  It is quite possible for a necromancer or Deathlord to kill someone and end up with a zombie, a hungry ghost, and a regular ghost all working for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mommy, if I&#039;m just going to be reincarnated or become a ghost, why do I have to be a good boy?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You mean other than mommy will beat you for being naughty?  The actions you take in this life are judged when it comes time to assign your soul to a new life [Exalted: the Abyssals pg 27].  So, if you want to &amp;lt;s&amp;gt;be rich and powerful&amp;lt;/s&amp;gt; attain a higher karmic position in the next life, you have to be righteous in this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But can&#039;t I just stay a ghost forever and not worry about what happens in my next life?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, I&#039;m afraid you can&#039;t.  First of all, the Honored Ancestors are always watching you --even when you&#039;re hiding in the barn and playing with yourself-- so they&#039;ll know what type of person you are if you should happen to become a ghost, and will be prepared to punish you accordingly.  Secondly, the things that hold you to the underworld fade with time, if your burning passion is to ensure the prosperity of your mother in her later years since you were unable to as an ungrateful child, then when I passed away you would loose that bit.  Thirdly, the Honored Ancestors tell us that the Death Lords use them as raw materials for their war machines and ashtrays.  Not a good career choice I&#039;d say.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But mommy, the god of the river said she could move me out of my body and into someone else&#039;s by transferring memories [Memory Transference charm], but leaving the soul in place.  Also, I don&#039;t remember anything about any other lives [mortals can only buy up to two levels of Past Lives merit &amp;quot;under extraordinary circumstances&amp;quot; and it only goes back one life].  Doesn&#039;t this mean that my hun isn&#039;t me and when my soul goes to heaven they&#039;ll clean me right off it and I&#039;ll stop existing?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, it&#039;s certainly implied, but do you really want to take that risk?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boy, fetch me the switch.  I can see we&#039;re going to have to end this lesson the old fashioned way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=What_happens_when_I_die%3F&amp;diff=2857</id>
		<title>What happens when I die?</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=What_happens_when_I_die%3F&amp;diff=2857"/>
		<updated>2005-07-04T17:19:34Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Feeling silly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mommy, what happens to me when I die?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A human soul consists of two parts, the hun, or higher soul, and the po or lower soul.  The po provides your vitality and driving passions.  The hun is the seat of reason, memory, and virtue.  When you die, the po disperses into the essence of Creation and the hun travels to heaven where it is cleaned up and sent to its next incarnation.&lt;br /&gt;
&lt;br /&gt;
Well, that is what is supposed to happen.  Occasionally there&#039;s a bit of a problem and you get ghosts.  If a person dies under traumatic conditions or isn&#039;t given the proper burial rites, their po may linger on as a hungry ghost.  These nigh mindless beasts-things are the reason we take so much care to give everyone a proper burial, even the people we don&#039;t like.  On the other hand, if a person dies with significant unfinished business or a strong tie to something in Creation, his soul may pass into the underworld and linger on as a ghost.  Ghosts can see, communicate with, and affect Creation.  This is why we venerate our ancestors, many of them linger in the underworld and rely on us to supply them with wealth and sustenance in the form of prayers and sacrifices.  Of course, they help take care of their families, so we get the wisdom of our ancestors to guide us as well as blessings on us and curses upon our enemies.&lt;br /&gt;
&lt;br /&gt;
The Immaculate Order teaches that ancestor worship is wrong and insists that continuing your existence after your death is a blasphemies.  That&#039;s why they don&#039;t have any wise and loving ancestors taking care of them, they all believe that not moving right on to their next life is a very bad thing and so, even if they end up in the afterworld, the simply let go and pass on.&lt;br /&gt;
&lt;br /&gt;
Although the po is tied to its corpse, the fate of the hun and the po are totally unconnected to one another.  It is quite possible for a necromancer or Deathlord to kill someone and end up with a zombie, a hungry ghost, and a regular ghost all working for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mommy, if I&#039;m just going to be reincarnated or become a ghost, why do I have to be a good boy?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You mean other than mommy will beat you for being naughty?  The actions you take in this life are judged when it comes time to assign your soul to a new life [Exalted: the Abyssals pg 27].  So, if you want to &amp;lt;s&amp;gt;be rich and powerful&amp;lt;/s&amp;gt; attain a higher karmic position in the next life, you have to be righteous in this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But can&#039;t I just stay a ghost forever and not worry about what happens in my next life?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, I&#039;m afraid you can&#039;t.  First of all, the Honored Ancestors are always watching you --even when you&#039;re hiding in the barn and playing with yourself-- so they&#039;ll know what type of person you are if you should happen to become a ghost, and will be prepared to punish you accordingly.  Secondly, the things that hold you to the underworld fade with time, if your burning passion is to ensure the prosperity of your mother in her later years since you were unable to as an ungrateful child, then when I passed away you would loose that bit.  Thirdly, the Honored Ancestors tell us that the Death Lords use them as raw materials for their war machines and ashtrays.  Not a good career choice I&#039;d say.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But mommy, the god of the river said she could move me out of my body and into someone else&#039;s by transferring memories [Memory Transference charm], but leaving the soul in place.  Also, I don&#039;t remember anything about any other lives [mortals can only buy up to two levels of Past Lives merit &amp;quot;under extraordinary circumstances&amp;quot; and it only goes back one life].  Doesn&#039;t this mean that my hun isn&#039;t me and when my soul goes to heaven they&#039;ll clean me right off it and I&#039;ll stop existing?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, it&#039;s certainly implied, but do you really want to take that risk?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YES!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Boy, fetch me the switch.  I can see we&#039;re going to have to end this lesson the old fashioned way.&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Core_Rulebooks&amp;diff=10461</id>
		<title>Exalted Core Rulebooks</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Core_Rulebooks&amp;diff=10461"/>
		<updated>2005-07-04T03:24:14Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exalted&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted Storyteller&#039;s Companion&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted Player&#039;s Guide&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caste_and_Aspect_Books&amp;diff=10460</id>
		<title>Caste and Aspect Books</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caste_and_Aspect_Books&amp;diff=10460"/>
		<updated>2005-07-04T03:23:50Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Solar&amp;lt;br&amp;gt;&lt;br /&gt;
Caste Book: Dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Caste Book: Zenith&amp;lt;br&amp;gt;&lt;br /&gt;
Caste Book: Twilight&amp;lt;br&amp;gt;&lt;br /&gt;
Caste Book: Night&amp;lt;br&amp;gt;&lt;br /&gt;
Caste Book: Eclipse&lt;br /&gt;
&lt;br /&gt;
Dragon Blooded&amp;lt;br&amp;gt;&lt;br /&gt;
Aspect Book: Air&amp;lt;br&amp;gt; &lt;br /&gt;
Aspect Book: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Aspect Book: Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Aspect Book: Water&amp;lt;br&amp;gt;&lt;br /&gt;
Aspect Book: Wood (forthcoming)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Topical_Supplements&amp;diff=10459</id>
		<title>Exalted Topical Supplements</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Topical_Supplements&amp;diff=10459"/>
		<updated>2005-07-04T03:21:02Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Book of Three Circles&amp;lt;br&amp;gt;&lt;br /&gt;
Savant &amp;amp; Sorceror&amp;lt;br&amp;gt;&lt;br /&gt;
The Book of Bone &amp;amp; Ebony&amp;lt;br&amp;gt;&lt;br /&gt;
The Games of Divinity (out of print)&amp;lt;br&amp;gt;&lt;br /&gt;
Creatures of the Wyld&amp;lt;br&amp;gt;&lt;br /&gt;
Savage Seas (out of print)&amp;lt;br&amp;gt;&lt;br /&gt;
Manacle &amp;amp; Coin &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Sub-game_Books&amp;diff=4670</id>
		<title>Exalted Sub-game Books</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Sub-game_Books&amp;diff=4670"/>
		<updated>2005-07-04T03:19:35Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exalted: The Dragon-Blooded&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted: The Lunars&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted: The Abyssals&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted: The Sidereals&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted: The Fair Folk&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted: The Alchemicals&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2858</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2858"/>
		<updated>2005-07-04T03:15:02Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Added choice Kasui quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preamble==&lt;br /&gt;
&lt;br /&gt;
This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections.  It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki.  For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted. &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[Exalted]] is huge. It&#039;s big enough to make me want to reach for lame Hitchiker&#039;s Guide to the Galaxy quotes about space while I&#039;m writing this. There are many books, the system, while not huge in of itself, supports a vast array of powers for the Exalted to bring to bear, and the setting itself is huge, with more landmass than Earth - and that&#039;s just what&#039;s left after the Fair Folk ate half of it!&lt;br /&gt;
&lt;br /&gt;
Luckily, that&#039;s not a big problem - you absolutely do not need to use all of that vastness - but it can be intimidating, especially when first coming to the game, and even for experienced Exalted players looking to change from parts of the game they&#039;re familiar with to more confusing territory (Sidereals, we&#039;re looking at you).&lt;br /&gt;
&lt;br /&gt;
This guide is to help people cope and have fun - it&#039;s really not as hard as it looks, and while nobody has really mastered the entirety of the game, between the number of kickass gamers who have contributed to this guide, there&#039;s lots of great advice on every aspect of the game in this document, which should help you play Exalted in the way you want to play it with the minimum of overhead and fuss. Specifically, this is a guide for:&lt;br /&gt;
&lt;br /&gt;
- Those new to the game, either eager to dive straight in to a particular type of game, or not knowing where to start&amp;lt;br&amp;gt;&lt;br /&gt;
- Those considering entering new territory in the game, and looking for advice (About to run a Sidereals game after Solars, switching from Classic to Power Combat, wanting to introduce Akuma as adversaries and wondering how deadly they are)&amp;lt;br&amp;gt;&lt;br /&gt;
- Those wanting to see how other gamers have gone with a specific point (Should I buy Savant &amp;amp; Sorcerer? What happens when my Solars get to ~200XP?)&lt;br /&gt;
&lt;br /&gt;
We&#039;ve done our best to organise the guide so it&#039;s helpful to everyone, though we&#039;ve taken care to make it not confusing for beginners especially.&lt;br /&gt;
&lt;br /&gt;
This guide is the accumulated wisdom of a great number of successful Exalted games, from those run with just the corebook, to kitchen-sink games with piles of books. Exalted can work fantastically with any of them, and we&#039;re here to help your Exalted games be an almost illegal amount of fun, no matter how much material you want to use. &lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
**[[Sidereal Astrology For Dummies]]&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
*The Library (this entire section is mostly empty - see Kingdom of Halta under Settings &amp;amp; Adventures for an example of &amp;quot;how to do it&amp;quot;)&lt;br /&gt;
**[[Exalted Core Rulebooks]]&lt;br /&gt;
**[[Exalted Sub-game Books]] (aka fatsplats)&lt;br /&gt;
**[[Exalted Topical Supplements]]&lt;br /&gt;
**[[Exalted Settings &amp;amp; Adventures]]&lt;br /&gt;
**[[Caste and Aspect Books]]&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2852</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2852"/>
		<updated>2005-07-04T03:06:35Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preamble==&lt;br /&gt;
&lt;br /&gt;
This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections.  It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki.  For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted. &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
New to &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt;? Confused about anything, system or setting? Then look no further: This 101 is designed to help new [[Storyteller]]s make their &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt; games rule.&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
**[[Sidereal Astrology For Dummies]]&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
*The Library (this entire section is mostly empty - see Kingdom of Halta under Settings &amp;amp; Adventures for an example of &amp;quot;how to do it&amp;quot;)&lt;br /&gt;
**[[Exalted Core Rulebooks]]&lt;br /&gt;
**[[Exalted Sub-game Books]] (aka fatsplats)&lt;br /&gt;
**[[Exalted Topical Supplements]]&lt;br /&gt;
**[[Exalted Settings &amp;amp; Adventures]]&lt;br /&gt;
**[[Caste and Aspect Books]]&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Settings_%26_Adventures&amp;diff=10457</id>
		<title>Exalted Settings &amp; Adventures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Settings_%26_Adventures&amp;diff=10457"/>
		<updated>2005-07-04T03:05:57Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scavenger Sons&amp;lt;br&amp;gt;&lt;br /&gt;
Time of Tumult&amp;lt;br&amp;gt;&lt;br /&gt;
Ruins of Rathess&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kingdom of Halta]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Outcaste&amp;lt;br&amp;gt;&lt;br /&gt;
Blood and Salt&amp;lt;br&amp;gt;&lt;br /&gt;
Houses of the Bull God&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdoms_of_Halta&amp;diff=10456</id>
		<title>Kingdoms of Halta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdoms_of_Halta&amp;diff=10456"/>
		<updated>2005-07-04T03:02:40Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_Halta&amp;diff=10462</id>
		<title>Kingdom of Halta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_Halta&amp;diff=10462"/>
		<updated>2005-07-04T03:02:22Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;u&amp;gt;Kingdom of Halta&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
by Matthew McFarland and John Sneed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;A Kingdom in the Trees for Exalted&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;White Wolf Product ID:&#039;&#039;&#039; 8826&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ISBN:&#039;&#039;&#039; 1588466701&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Available (published December 2003)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This regional sourcebook for Exalted covers Halta, a treetop kingdom (think &amp;quot;Ewok Village&amp;quot; or &amp;quot;Greater Faydark&amp;quot; but infinitely cooler, which is not hard) in the northeastern forests of Creation. There&#039;s some information on other surrounding peoples, such as the Haltan tributary states and their enemies, the Linowan, but the Haltans are clearly the focus of this book. Their lifestyle, culture, military tactics, relationships with sundry beings of the area, and various cities are described in detail. Other chapters include a history of the area, focusing on the recent wars instigated by the Dawn Solar general Yurgen Kaneko, aka the Bull of the North, and a section with standard descriptions and stats for a host of prominent elementals, gods, ghosts, fair folk, and spirits who live in the area. The book is rounded out by statistics for standard woodland creatures and mortals of various kinds, some artifacts and magical items of note, and your usual adventure hooks -- a Solar tomb, a mysterious Demesne, a group of scary spider beastmen, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why It&#039;s Interesting:&#039;&#039;&#039; This book showcases some interesting politics and recent history in one area of Creation where a lot of different supernatural and Exalted forces have shaped local society over centuries, and upset it more recently with conflict. The Haltans probably get along better with the Fair Folk in their area than most other groups in Creation (not including the Mountain Folk) and have an ancient pact with them; there are at least two kingdoms / domains of Fair Folk in the area that are basically friendly towards the Haltans. The Haltan state was shaped as a sort of pro-wilderness social experiment by two ancient Lunars, and is watched over in part by powerful wood elementals and Caltia, the god of evergreen forests. More recently, the Haltans were semi-committed allies of the Bull of the North in his war againt the Linowan and their allies from the Realm. (Although it should be noted that these events may or may not have happened in individual campaigns.) In fact, although Haltans are just a bunch mortals who are really good at running around in the trees and have green hair, a lot of other mortals in Creation think they&#039;re evil Wyld-corrupted forest spirit-beings, or something along those lines.&lt;br /&gt;
&lt;br /&gt;
The end result is probably that Haltans get along with various kinds of supernatural creatures better than they do with their nearest mortal neighbors -- the Linowan, who they&#039;ve been fighting for generations, the raiding hawk riders of Megatalpa, and the Realm bastion of Greyfalls. There&#039;s a lot of interesting tension in the area, and Halta is a &amp;quot;highyl civilized&amp;quot; nation that has different politics and allegiances than many other similar states in other regions of Creation. Add to this the picturesque setting, where you can trip on legalized drugs, discuss politics with giant talking bats, snakes, and pards, or just look like a fool as you almost fall off a wooden bridge 200 feet off the ground, and you have a great base of operations for deep-forest Eastern adventures. Halta &amp;quot;home country&amp;quot; for any character who wants animal companions, because the Haltans are expert animal handlers, and intelligent animals form part of their society; there are even rules for playing intelligent baboons, although I have my doubts about the long-term viability of such a character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who should use it:&#039;&#039;&#039; Probably best suited for Lunar, Solar, Outcaste Dragon-Blooded and (probably) Fair Folk games. Great for mortal-oriented games. Possibly good for Abyssals especially if you work for the Dowager of the Irreverent Vulgate in Unrent Veils, whose shadowland is in this area. Good for players with &amp;quot;temperate woodlands&amp;quot; concepts, players who want talking animal buddies or a good variety of concepts for familiars and pets, players who want to be &amp;quot;rangers&amp;quot; or &amp;quot;druids.&amp;quot; Brief point-templates are provided for playing Haltan nobles, judges, and priests. Has material for STs who want more information on the Bull of the North&#039;s campaigns, Fair Folk working together with mortals, or a base of operations for deep forest adventures. Great for anyone who really likes animal rights, cheap drugs, hordes of man-spiders, or berserk magical mecha on permanent autopilot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original Author: metasynthie on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdoms_of_Halta&amp;diff=2850</id>
		<title>Kingdoms of Halta</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdoms_of_Halta&amp;diff=2850"/>
		<updated>2005-07-04T02:59:38Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;u&amp;gt;Kingdom of Halta&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
by Matthew McFarland and John Sneed&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;A Kingdom in the Trees for Exalted&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;White Wolf Product ID:&#039;&#039;&#039; 8826&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ISBN:&#039;&#039;&#039; 1588466701&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Available (published December 2003)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This regional sourcebook for Exalted covers Halta, a treetop kingdom (think &amp;quot;Ewok Village&amp;quot; or &amp;quot;Greater Faydark&amp;quot; but infinitely cooler, which is not hard) in the northeastern forests of Creation. There&#039;s some information on other surrounding peoples, such as the Haltan tributary states and their enemies, the Linowan, but the Haltans are clearly the focus of this book. Their lifestyle, culture, military tactics, relationships with sundry beings of the area, and various cities are described in detail. Other chapters include a history of the area, focusing on the recent wars instigated by the Dawn Solar general Yurgen Kaneko, aka the Bull of the North, and a section with standard descriptions and stats for a host of prominent elementals, gods, ghosts, fair folk, and spirits who live in the area. The book is rounded out by statistics for standard woodland creatures and mortals of various kinds, some artifacts and magical items of note, and your usual adventure hooks -- a Solar tomb, a mysterious Demesne, a group of scary spider beastmen, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why It&#039;s Interesting:&#039;&#039;&#039; This book showcases some interesting politics and recent history in one area of Creation where a lot of different supernatural and Exalted forces have shaped local society over centuries, and upset it more recently with conflict. The Haltans probably get along better with the Fair Folk in their area than most other groups in Creation (not including the Mountain Folk) and have an ancient pact with them; there are at least two kingdoms / domains of Fair Folk in the area that are basically friendly towards the Haltans. The Haltan state was shaped as a sort of pro-wilderness social experiment by two ancient Lunars, and is watched over in part by powerful wood elementals and Caltia, the god of evergreen forests. More recently, the Haltans were semi-committed allies of the Bull of the North in his war againt the Linowan and their allies from the Realm. (Although it should be noted that these events may or may not have happened in individual campaigns.) In fact, although Haltans are just a bunch mortals who are really good at running around in the trees and have green hair, a lot of other mortals in Creation think they&#039;re evil Wyld-corrupted forest spirit-beings, or something along those lines.&lt;br /&gt;
&lt;br /&gt;
The end result is probably that Haltans get along with various kinds of supernatural creatures better than they do with their nearest mortal neighbors -- the Linowan, who they&#039;ve been fighting for generations, the raiding hawk riders of Megatalpa, and the Realm bastion of Greyfalls. There&#039;s a lot of interesting tension in the area, and Halta is a &amp;quot;highyl civilized&amp;quot; nation that has different politics and allegiances than many other similar states in other regions of Creation. Add to this the picturesque setting, where you can trip on legalized drugs, discuss politics with giant talking bats, snakes, and pards, or just look like a fool as you almost fall off a wooden bridge 200 feet off the ground, and you have a great base of operations for deep-forest Eastern adventures. Halta &amp;quot;home country&amp;quot; for any character who wants animal companions, because the Haltans are expert animal handlers, and intelligent animals form part of their society; there are even rules for playing intelligent baboons, although I have my doubts about the long-term viability of such a character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who should use it:&#039;&#039;&#039; Probably best suited for Lunar, Solar, Outcaste Dragon-Blooded and (probably) Fair Folk games. Great for mortal-oriented games. Possibly good for Abyssals especially if you work for the Dowager of the Irreverent Vulgate in Unrent Veils, whose shadowland is in this area. Good for players with &amp;quot;temperate woodlands&amp;quot; concepts, players who want talking animal buddies or a good variety of concepts for familiars and pets, players who want to be &amp;quot;rangers&amp;quot; or &amp;quot;druids.&amp;quot; Brief point-templates are provided for playing Haltan nobles, judges, and priests. Has material for STs who want more information on the Bull of the North&#039;s campaigns, Fair Folk working together with mortals, or a base of operations for deep forest adventures. Great for anyone who really likes animal rights, cheap drugs, hordes of man-spiders, or berserk magical mecha on permanent autopilot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original Author: metasynthie on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted&amp;diff=9877</id>
		<title>Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted&amp;diff=9877"/>
		<updated>2005-07-04T02:19:47Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Exalted&#039;&#039; is a high-powered [[fantasy]] [[role-playing game]] from [[White Wolf Game Studio]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Exalted101:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
[[http://anathema.sourceforge.net/ Anathema]] is an all-round Exalted toolkit, offering basic character generation &amp;amp; campaign management functions (with more advanced features to follow soon).&lt;br /&gt;
&lt;br /&gt;
[[http://exalted.shaolinpunk.net/faq.html Exalted Forum FAQ]] is a bit out of date and written specifically for White Wolf&#039;s official [[http://forum.white-wolf.com/viewforum.php?f=47 Exalted Forums]], but it contains quite a bit of useful info.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2851</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2851"/>
		<updated>2005-07-04T01:21:45Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preamble==&lt;br /&gt;
&lt;br /&gt;
This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections.  It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki.  For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted. &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
New to &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt;? Confused about anything, system or setting? Then look no further: This 101 is designed to help new [[Storyteller]]s make their &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt; games rule.&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
**[[Sidereal Astrology For Dummies]]&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sidereal_Astrology_For_Dummies&amp;diff=10455</id>
		<title>Sidereal Astrology For Dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sidereal_Astrology_For_Dummies&amp;diff=10455"/>
		<updated>2005-07-04T01:21:13Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sidereal Astrology for Dummies =&lt;br /&gt;
&#039;&#039;&#039;A Reference for the Rest of Us&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
Given the amount of confusion that I&#039;ve witnessed about how Sidereal Astrology is supposed to function, I thought I&#039;d have a go at doing a simple overview so that nonRules Lovers could use it to Have Fun, Profit, and Meet Members of the Appropriate Gender.  This is not intended to be a full recapitulation of the rules, you&#039;ll still need to have a copy of &amp;lt;u&amp;gt;Exalted: the Sidereals&amp;lt;/u&amp;gt; to hand.&lt;br /&gt;
&lt;br /&gt;
At its core, stripped of all its In-Character coolness, Astrology comes down to making a [[Prayer Roll]].  Simplified, this means is you make a Charisma + Performance roll, Difficulty 5, + 2 if you do not have a [[Petition]].&lt;br /&gt;
&lt;br /&gt;
If you succeed at your [[Prayer Roll]], you can spend a point of temporary &lt;br /&gt;
Willpower and make an [[Effect Roll]] to see how many Effect Points you get.  This roll is your Essence + College, Difficulty 1.  So, if you have The Captain 2 and Essence 3, you&#039;d roll five dice to try and invoke an effect from the college / constellation of The Captain.  The number of Successes you roll is the number of Effect Points you get to play with.  Note, you cannot try to roll on only Essence, you need at least one dot in the College you&#039;re invoking.&lt;br /&gt;
&lt;br /&gt;
== What to Do? ==&lt;br /&gt;
&lt;br /&gt;
There are two broad catagories of things you can do with Sidereal Astrology.  Respendent Destiny (which further subdivides into temporary identities and powers) and laying out your Mojo (which the book subdivides into Ascendant (plusses) and Descendant (minuses) Effects).&lt;br /&gt;
&lt;br /&gt;
=== Resplendent Destiny ===&lt;br /&gt;
&lt;br /&gt;
For a Resplendent Destiny, you&#039;ll have to start by spending two Effect Points (technically to cover Scope, but just think of it as a tax) then divide the rest into two pools.  Given that the five dice used as an example above will tend to yield two Successes, you can see why all the extra bits used to increase the number of Effect Points are so necessary.  &lt;br /&gt;
* Duration - Effect Points spent on duration will determine how long the Resplendent Destiny is available, use the table on page 219.  These points are spent and unavailable for Powers.&lt;br /&gt;
* Powers - You use these to buy the powers listed for each constellation as if the Effect Points were Essence (they&#039;re not, I&#039;m using an analogy here) and the Powers were charms that are made available by having a Resplendent Destiny (more analogy).&lt;br /&gt;
The Resplendent Destiny will last for as long as the duration that you bought or until you&#039;re out of Effect Points, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to see how to use the powers, they&#039;re in the same general catagory as Charms and Spells, but one of the main uses of a Resplendent Destiny is as a temporary identiy that you can turn on and off at will.  The mechanics for it are on page 216, but the gist of it is that you can turn your Resplendent Destiny On (One temporary Willpower and a simple action) and people will remember you as the type of person that is stereotypical of the Constellation that you took the Respelendent Destiny from.  Your (probably assumed) name will be remembered as well as your actions, Arcane Fate is put aside for as long as the Resplendent Destiny lasts (regardless of whether you&#039;re &amp;quot;wearing&amp;quot; it or not).  The downside is that you have to choose an identity and stick with it, always acting in character while you have it On.&lt;br /&gt;
&lt;br /&gt;
=== Getting Your Mojo Going ===&lt;br /&gt;
&lt;br /&gt;
Resplendent Destinies are useful, but the Ascendent and Descendent effects are where the fun is!&lt;br /&gt;
&lt;br /&gt;
* Look at the chart on page 210, it lists four Ascendent Effects and Four Descendent Effects, pick one.  For example, if you want to make someone a poor leader, you might hit them with a Sloped Floor Curse tied to The Captain (the constellation you made your Effect Roll in).&lt;br /&gt;
* Spend Effect Points for Scope.&lt;br /&gt;
* Spend Effect Points for Duration.&lt;br /&gt;
* Spend Effect Points for Power (probably ought to have been called Frequency, but what the hey).&lt;br /&gt;
* Go touch your target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Very simple, no?  Well, probably not, but it&#039;s not all that hard either.  Scope, Duration, and Power are laid out in nice chart form on page 219 but call Effect Points &#039;Successes&#039;.  I&#039;ve been calling them Effect Points to keep it clear as to which roll I was referring too.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Try making a few simple effects for fun, just assume you have a certain number of Effect Points to work with and see what you can come up with for diferring constellations.  This will give you a feel for how things work as well as showing why no-one uses just the simple [[Prayer Roll]] and [[Effect Roll]].  Also, try doing a few [[Prayer Roll]] and [[Effect Roll]] sessions for your character, just to see how good an idea getting extra dice is.  Remeber, most or all these rolls can be stunted, be the target of charms, be aided by artificial specialties, and the target of a channeled Virtue!  Done right, you can end up with so many Effect Points that you&#039;ll have to throw some away.&lt;br /&gt;
&lt;br /&gt;
Once you have a handle on that, go back and read the Astrology section of Sidereals again.  There are a handful of special cases, how Paradox works, what the Spiders like, etc that you need to know in order to get real good at Astrology.&lt;br /&gt;
&lt;br /&gt;
Return to [[Exalted101:Main Page]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original Author: Neverway&lt;br /&gt;
&lt;br /&gt;
Please, feel free to edit this so it actually make sense. [[User:Neverway|Neverway]] 18:21, 3 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Prayer_Roll&amp;diff=10454</id>
		<title>Prayer Roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Prayer_Roll&amp;diff=10454"/>
		<updated>2005-07-04T01:20:51Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Exalted, prayers can be used to influence the gods and gain positive attentions.  The rules governing them are in the Core Book on pages 335 and 336.  Essentially, you make a Performnce + Charisma Roll with a Difficulty of 6 - (number of dots of Recources sacrifice is worth) (+ 1 if you&#039;re not a priest).  &lt;br /&gt;
&lt;br /&gt;
When saying offering prayer to the pattern spiders for Sidereal Astrology, Sidereals add 2 to the difficulty of this roll if they don&#039;t make up a [[petition]] to go along with the prayer (there&#039;s a minor continuity error as the Sidereals phatsplat says that the Chosen of the Maidens get a difficulty 5 (6 minus 1 for being a priest)).&lt;br /&gt;
&lt;br /&gt;
The Pattern Spiders don&#039;t care about sacrifices when you offer up a prayer to perform Sideral Astrology, so there&#039;s no reduction in Difficulty for that.  You can, however, add 1 die for every three hours spent in prayer, to a maximum of +3 dice.  Also, you can get bonuses for your [[petition]] if done right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base rolls:&lt;br /&gt;
&lt;br /&gt;
Solar Zenith:  Performnce + Charisma, Difficulty (6 - (dots of Recources sacrifice is worth))&amp;lt;br&amp;gt;&lt;br /&gt;
Sidereal praying for Astrological Effect: Performnce + Charisma Roll with a Difficulty of 7 (unless there&#039;s a [[petition]])&amp;lt;br&amp;gt;&lt;br /&gt;
All nonpriests:  Performnce + Charisma, Difficulty (7 - (dots of Recources sacrifice is worth))&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Sidereal Astrology For Dummies]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original Author: Neverway&lt;br /&gt;
&lt;br /&gt;
Please, feel free to edit this so it actually make sense. [[User:Neverway|Neverway]] 18:20, 3 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Petition&amp;diff=10453</id>
		<title>Petition</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Petition&amp;diff=10453"/>
		<updated>2005-07-04T01:20:14Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When performing Sidereal Astrology, you want to make sure you succeed at your &lt;br /&gt;
[[Prayer Roll]].  The best way to do this, is to draw up a nice petition to the &lt;br /&gt;
Pattern Spiders who are responsible for implimenting the Fate you desire.  This requires you make up a prayer strip requiring two dots of Resources worth of materials and a roll.  The roll is either Wits + Linguistics or Wits + Craft (Calligraphy), Diffculty 2.  Difficulty 4 if you try to hurry things.&lt;br /&gt;
&lt;br /&gt;
Succeeding at this basic roll eliminates the +2 to the Difficulty of the [[Prayer Roll]].  Getting four or five successes on this roll reduces the &lt;br /&gt;
Difficulty of the [[Prayer Roll]] by 1, six or more successes reduce the Difficulty of the [[Prayer Roll]] by 3.&lt;br /&gt;
&lt;br /&gt;
You can also get people to Cosign your petition.  Each one that does grants you another die on the [[Prayer Roll]], but they have to succeed at a Wits + Linguistics or Wits + Craft (Calligraphy) roll to make sure their signature is pretty enough.  There are limits to who may cosign and how many cosigners you can have, see page 207 of &amp;lt;u&amp;gt;Exalted: the Sidereals&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can also get your boss (the god in charge of your division of the Brurea of Destiny) to Countersign your petition.  This requires you pray to him/her/it, making a normal [[Prayer Roll]] (Difficulty can be lowered with sacrifices, there&#039;s a list of the preferred sacrifices for each of the Division Heads on page 207, but you subtract three from the Resources value of the sacrifice).  This adds three dice to the [[Prayer Roll]] for the Astrological Effect.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Sidereal Astrology For Dummies]]&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
Original Author: Neverway&lt;br /&gt;
&lt;br /&gt;
Please, feel free to edit this so it actually make sense. [[User:Neverway|Neverway]] 18:20, 3 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Effect_Roll&amp;diff=10452</id>
		<title>Effect Roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Effect_Roll&amp;diff=10452"/>
		<updated>2005-07-04T01:19:58Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To figure out how many Effect Points you have to play with for a given Astrological Effect you roll your Essence + Rating in the applicable College.  Usually kind of wimpy by itself, you can boost it with a few simple bits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Planning a Destiny&amp;lt;/b&amp;gt;  Also known as doing the Spiders&#039; work for them.  Intellegence + Craft (Fate), Difficulty = Essence of highest Essence NPC or PC affected.  Takes the PC Sidereal 24 hours and nets them one die on the Effect Roll per three successes on this roll (round up).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Precompute a Horoscope&amp;lt;/b&amp;gt;  Doing even more of the Spiders&#039; work for them.  Requires 24 Hours of work with access to Astological observatory, must follow Destiny Planning above (not usable by itself).  Intelligence + Occult, Difficulty 1.  you get one die on the Effect Roll per three successes on this roll (round up), not to exceed the successes of the Destiny Planning Roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Extra Sidereals&amp;lt;/b&amp;gt;  Sidereals who cosigned the [[petition]] may help the submitting Sidereal at the prayer, each one making a Charisma + Performance, Difficulty 3.  Each successful Sidereal adds their Essence to the Effect Roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ritual Behavior&amp;lt;/b&amp;gt;  Wearing the trappings of the constellation for three days prior to drawing up their [[petition]] can get you an extra die on the Effect Roll, three dice if they don the Resplendent Destiny of that Constellation.&lt;br /&gt;
&lt;br /&gt;
There are a few extra bits and gotchas, but that&#039;s the gist of it.  Check pages 208 and 209 under Effect Modifiers, as well as the summary on pages 218 and 219.&lt;br /&gt;
&lt;br /&gt;
Return to [[Sidereal Astrology For Dummies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
Original Author: Neverway&lt;br /&gt;
&lt;br /&gt;
Please, feel free to edit this so it actually make sense. [[User:Neverway|Neverway]] 18:19, 3 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2861</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2861"/>
		<updated>2005-07-04T00:20:34Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Crimson Pentacle Blade Style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade]] Style===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade&#039;s form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain Style===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Monkey Style===&lt;br /&gt;
This style is somewhat unusual, both in the requirements for its users and the power of its charms. The majority of the style is somewhat weak, or at least not comparable to other celestial martial arts, however, two charms stand out as very useful and powerful: Four Golden Halo Monkey Realignment provides a persistent defence which doesn’t require an action to use, and further, it boosts your attack power, and Celestial Godbody Understanding allows any weapon to be used as a form weapon for this style and armour to be worn while using the style. Overall, except for advanced students, avoidance of this style is cautioned.&lt;br /&gt;
&lt;br /&gt;
===Ebon Shadow Style===&lt;br /&gt;
This style combines good stealth with strong offence after the form and one nasty surprise for unprepared enemies. The nasty surprise is in the form of Distracting Finger gesture, which prevents an opponent from taking multiple actions. “How is this powerful, I just want to smash him?” I hear you ask. It is quite simple really: Fight somewhere where keeping your footing is difficult, and repeatedly distract your opponent. As long as they are forced to act to keep their footing, they will not be able to attack or defend. Then you smash him. It is also worth noting that Ebon Shadow contains one of the most powerful offensive charms in the celestial martial arts: Blow concealing gesture: Your opponent cannot react to the attack, meaning no defence at all, barring some combos. Yes, Let it sink in. No defence. Ebon shadow doesn’t combine too well with any other martial arts, as it doesn’t share in form weapons with any of them. &lt;br /&gt;
&lt;br /&gt;
===Hungry Ghost Style===&lt;br /&gt;
This style sums up its original creators better than any other magic art in Creation; Hungry ghost is about killing things and eating their souls, and so are the Abyssal Exalted. This style focuses solely on strong offence, either by enhancing attacks or weakening targets. Further, it has some unusual essence effects, including an excellent initial charm, and a post form charm which allows you to entirely shut down charm based defences, if you are willing to pay the cost. To cap the style off, the capstone charm inflicts aggravated damage. This style combines spectacularly with Water Dragon and Tiger, both of which serve to strengthen its non-existent defence and enhance its killing power.&lt;br /&gt;
&lt;br /&gt;
===Mantis Style===&lt;br /&gt;
Mantis style offers the strongest defence of any of the celestial martial arts, while offering good offence in a specific mould: Crippling your opponent, clinching him and taking his weapons. As sword-wielders often forget that without their weapons, they are nothing more than angry children to a competent martial artist. Mantis Style is relatively weak on the neat tricks common in other styles; instead it has strong, basic charms which are likely to be broadly useful. Further, it shares a form weapon (the seven section staff) with both Snake and Violet Bier of Sorrows style, allowing for some powerful combinations.&lt;br /&gt;
&lt;br /&gt;
===Righteous Devil Style===&lt;br /&gt;
This style is perhaps the most unusual of the Martial Arts. Unlike every other celestial style, Righteous Devil is useless without a weapon. Indeed it is useless without a specific ranged weapon: The Firewand. This, however, does not make it a weak style. On the contrary, the charms of the style are exceedingly potent, but must be looked at in the context of requiring a weapon. The style combines a subtly strong form, forcing a confrontation between yourself and your target, and dismissing his minions as if they are nothing, and some very strong offence charms, including an undodgeable incorporeal attack which cannot miss, and a powerful damage increasing attack. However, the style is utterly lacking in defence and relies totally on a weapon.&lt;br /&gt;
If you wish to be a front line martial artist, avoid this style. If you wish to learn more than one style, avoid this style. If you wish to be a powerful ranged support fighter, this style is your friend. Righteous Devil is a strong style, if you pick right. It isn&#039;t, however, remotely forgiving of any mistakes. The lack of a speed increase for ranged weapons makes it crap for arena fights though, since the range advantage is totally negated.&lt;br /&gt;
&lt;br /&gt;
===Snake Style===&lt;br /&gt;
Snake Style is in many ways the default celestial martial art, providing average defence (both soak and dodge) and mostly average offence. Snake form is one of the most useful of the martial arts form type charms, both boosting soak and forcing enemies to apply a penalty to their attacks, as well as providing a small increase in unarmed capabilities. However, Snake Style is in many ways defined by two charms: Essence Venom Strike and Armour Penetrating Fang Strike. The first allows you to inflict aggravated damage on your enemies, something rare and powerful in exalt to exalt combat. The second allows you to severely weaken an opponents armour defence for a single strike. Even better, the two can be comboed together, creating an aggravated damage attack which bypasses armour. This is not the only powerful combo Snake Style has to offer, and in many ways it is the combo possibilities of this style that make it so strong.&lt;br /&gt;
&lt;br /&gt;
===Tiger Style===&lt;br /&gt;
Tiger Style provides two main benefits to its practitioners: Excellent attack capabilities, and an excellent cross style form weapon. Further, Angry Predator Frenzy Style is a potent attack charm, which when combined (not comboed however) with a combo of Raging tiger pounce and Spine Shattering Bite can severely inconvenience a single opponent, forcing them to the ground, where the second attack from Angry Predator Frenzy Style becomes more difficult to defend against. For added carnage, add Stalking Cat Movement and strike from the shadows. This style combines extremely well with Water Dragon and Hungry Ghost styles.&lt;br /&gt;
&lt;br /&gt;
===Violet Bier of Sorrows Style===&lt;br /&gt;
This style combines one of the most useful initial charms of any style anywhere with some potent long duration effects. The style becomes somewhat less useful post form, with some of the charms losing a little usefulness to Solars. However, Conclusion Pursuing Approach and Death Parrying Stroke both retain much usefulness. This style as a whole combines well with Mantis and Snake, however, most dedicated martial artists should look at learning at least a portion of this style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sensibly, you should be able to deal with mortals and anyone without high dicepools without using any offensive charms, using only your form charm and shadow over water, with stunts to give you neutral essence flow. If I recall correctly, only Snake and Mantis have reflexive counterattacks in the animal styles, but for maintaining a good defence while still attacking, shadow over water is the way to go, until you have Flow Like Bloob.&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2844</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2844"/>
		<updated>2005-07-04T00:19:39Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Jade Mountain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade Style]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade&#039;s form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain Style===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Monkey Style===&lt;br /&gt;
This style is somewhat unusual, both in the requirements for its users and the power of its charms. The majority of the style is somewhat weak, or at least not comparable to other celestial martial arts, however, two charms stand out as very useful and powerful: Four Golden Halo Monkey Realignment provides a persistent defence which doesn’t require an action to use, and further, it boosts your attack power, and Celestial Godbody Understanding allows any weapon to be used as a form weapon for this style and armour to be worn while using the style. Overall, except for advanced students, avoidance of this style is cautioned.&lt;br /&gt;
&lt;br /&gt;
===Ebon Shadow Style===&lt;br /&gt;
This style combines good stealth with strong offence after the form and one nasty surprise for unprepared enemies. The nasty surprise is in the form of Distracting Finger gesture, which prevents an opponent from taking multiple actions. “How is this powerful, I just want to smash him?” I hear you ask. It is quite simple really: Fight somewhere where keeping your footing is difficult, and repeatedly distract your opponent. As long as they are forced to act to keep their footing, they will not be able to attack or defend. Then you smash him. It is also worth noting that Ebon Shadow contains one of the most powerful offensive charms in the celestial martial arts: Blow concealing gesture: Your opponent cannot react to the attack, meaning no defence at all, barring some combos. Yes, Let it sink in. No defence. Ebon shadow doesn’t combine too well with any other martial arts, as it doesn’t share in form weapons with any of them. &lt;br /&gt;
&lt;br /&gt;
===Hungry Ghost Style===&lt;br /&gt;
This style sums up its original creators better than any other magic art in Creation; Hungry ghost is about killing things and eating their souls, and so are the Abyssal Exalted. This style focuses solely on strong offence, either by enhancing attacks or weakening targets. Further, it has some unusual essence effects, including an excellent initial charm, and a post form charm which allows you to entirely shut down charm based defences, if you are willing to pay the cost. To cap the style off, the capstone charm inflicts aggravated damage. This style combines spectacularly with Water Dragon and Tiger, both of which serve to strengthen its non-existent defence and enhance its killing power.&lt;br /&gt;
&lt;br /&gt;
===Mantis Style===&lt;br /&gt;
Mantis style offers the strongest defence of any of the celestial martial arts, while offering good offence in a specific mould: Crippling your opponent, clinching him and taking his weapons. As sword-wielders often forget that without their weapons, they are nothing more than angry children to a competent martial artist. Mantis Style is relatively weak on the neat tricks common in other styles; instead it has strong, basic charms which are likely to be broadly useful. Further, it shares a form weapon (the seven section staff) with both Snake and Violet Bier of Sorrows style, allowing for some powerful combinations.&lt;br /&gt;
&lt;br /&gt;
===Righteous Devil Style===&lt;br /&gt;
This style is perhaps the most unusual of the Martial Arts. Unlike every other celestial style, Righteous Devil is useless without a weapon. Indeed it is useless without a specific ranged weapon: The Firewand. This, however, does not make it a weak style. On the contrary, the charms of the style are exceedingly potent, but must be looked at in the context of requiring a weapon. The style combines a subtly strong form, forcing a confrontation between yourself and your target, and dismissing his minions as if they are nothing, and some very strong offence charms, including an undodgeable incorporeal attack which cannot miss, and a powerful damage increasing attack. However, the style is utterly lacking in defence and relies totally on a weapon.&lt;br /&gt;
If you wish to be a front line martial artist, avoid this style. If you wish to learn more than one style, avoid this style. If you wish to be a powerful ranged support fighter, this style is your friend. Righteous Devil is a strong style, if you pick right. It isn&#039;t, however, remotely forgiving of any mistakes. The lack of a speed increase for ranged weapons makes it crap for arena fights though, since the range advantage is totally negated.&lt;br /&gt;
&lt;br /&gt;
===Snake Style===&lt;br /&gt;
Snake Style is in many ways the default celestial martial art, providing average defence (both soak and dodge) and mostly average offence. Snake form is one of the most useful of the martial arts form type charms, both boosting soak and forcing enemies to apply a penalty to their attacks, as well as providing a small increase in unarmed capabilities. However, Snake Style is in many ways defined by two charms: Essence Venom Strike and Armour Penetrating Fang Strike. The first allows you to inflict aggravated damage on your enemies, something rare and powerful in exalt to exalt combat. The second allows you to severely weaken an opponents armour defence for a single strike. Even better, the two can be comboed together, creating an aggravated damage attack which bypasses armour. This is not the only powerful combo Snake Style has to offer, and in many ways it is the combo possibilities of this style that make it so strong.&lt;br /&gt;
&lt;br /&gt;
===Tiger Style===&lt;br /&gt;
Tiger Style provides two main benefits to its practitioners: Excellent attack capabilities, and an excellent cross style form weapon. Further, Angry Predator Frenzy Style is a potent attack charm, which when combined (not comboed however) with a combo of Raging tiger pounce and Spine Shattering Bite can severely inconvenience a single opponent, forcing them to the ground, where the second attack from Angry Predator Frenzy Style becomes more difficult to defend against. For added carnage, add Stalking Cat Movement and strike from the shadows. This style combines extremely well with Water Dragon and Hungry Ghost styles.&lt;br /&gt;
&lt;br /&gt;
===Violet Bier of Sorrows Style===&lt;br /&gt;
This style combines one of the most useful initial charms of any style anywhere with some potent long duration effects. The style becomes somewhat less useful post form, with some of the charms losing a little usefulness to Solars. However, Conclusion Pursuing Approach and Death Parrying Stroke both retain much usefulness. This style as a whole combines well with Mantis and Snake, however, most dedicated martial artists should look at learning at least a portion of this style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sensibly, you should be able to deal with mortals and anyone without high dicepools without using any offensive charms, using only your form charm and shadow over water, with stunts to give you neutral essence flow. If I recall correctly, only Snake and Mantis have reflexive counterattacks in the animal styles, but for maintaining a good defence while still attacking, shadow over water is the way to go, until you have Flow Like Bloob.&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2843</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2843"/>
		<updated>2005-07-04T00:19:13Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Crimson Pentacle Blade */  added the word Style to the section header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade Style]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade&#039;s form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Monkey Style===&lt;br /&gt;
This style is somewhat unusual, both in the requirements for its users and the power of its charms. The majority of the style is somewhat weak, or at least not comparable to other celestial martial arts, however, two charms stand out as very useful and powerful: Four Golden Halo Monkey Realignment provides a persistent defence which doesn’t require an action to use, and further, it boosts your attack power, and Celestial Godbody Understanding allows any weapon to be used as a form weapon for this style and armour to be worn while using the style. Overall, except for advanced students, avoidance of this style is cautioned.&lt;br /&gt;
&lt;br /&gt;
===Ebon Shadow Style===&lt;br /&gt;
This style combines good stealth with strong offence after the form and one nasty surprise for unprepared enemies. The nasty surprise is in the form of Distracting Finger gesture, which prevents an opponent from taking multiple actions. “How is this powerful, I just want to smash him?” I hear you ask. It is quite simple really: Fight somewhere where keeping your footing is difficult, and repeatedly distract your opponent. As long as they are forced to act to keep their footing, they will not be able to attack or defend. Then you smash him. It is also worth noting that Ebon Shadow contains one of the most powerful offensive charms in the celestial martial arts: Blow concealing gesture: Your opponent cannot react to the attack, meaning no defence at all, barring some combos. Yes, Let it sink in. No defence. Ebon shadow doesn’t combine too well with any other martial arts, as it doesn’t share in form weapons with any of them. &lt;br /&gt;
&lt;br /&gt;
===Hungry Ghost Style===&lt;br /&gt;
This style sums up its original creators better than any other magic art in Creation; Hungry ghost is about killing things and eating their souls, and so are the Abyssal Exalted. This style focuses solely on strong offence, either by enhancing attacks or weakening targets. Further, it has some unusual essence effects, including an excellent initial charm, and a post form charm which allows you to entirely shut down charm based defences, if you are willing to pay the cost. To cap the style off, the capstone charm inflicts aggravated damage. This style combines spectacularly with Water Dragon and Tiger, both of which serve to strengthen its non-existent defence and enhance its killing power.&lt;br /&gt;
&lt;br /&gt;
===Mantis Style===&lt;br /&gt;
Mantis style offers the strongest defence of any of the celestial martial arts, while offering good offence in a specific mould: Crippling your opponent, clinching him and taking his weapons. As sword-wielders often forget that without their weapons, they are nothing more than angry children to a competent martial artist. Mantis Style is relatively weak on the neat tricks common in other styles; instead it has strong, basic charms which are likely to be broadly useful. Further, it shares a form weapon (the seven section staff) with both Snake and Violet Bier of Sorrows style, allowing for some powerful combinations.&lt;br /&gt;
&lt;br /&gt;
===Righteous Devil Style===&lt;br /&gt;
This style is perhaps the most unusual of the Martial Arts. Unlike every other celestial style, Righteous Devil is useless without a weapon. Indeed it is useless without a specific ranged weapon: The Firewand. This, however, does not make it a weak style. On the contrary, the charms of the style are exceedingly potent, but must be looked at in the context of requiring a weapon. The style combines a subtly strong form, forcing a confrontation between yourself and your target, and dismissing his minions as if they are nothing, and some very strong offence charms, including an undodgeable incorporeal attack which cannot miss, and a powerful damage increasing attack. However, the style is utterly lacking in defence and relies totally on a weapon.&lt;br /&gt;
If you wish to be a front line martial artist, avoid this style. If you wish to learn more than one style, avoid this style. If you wish to be a powerful ranged support fighter, this style is your friend. Righteous Devil is a strong style, if you pick right. It isn&#039;t, however, remotely forgiving of any mistakes. The lack of a speed increase for ranged weapons makes it crap for arena fights though, since the range advantage is totally negated.&lt;br /&gt;
&lt;br /&gt;
===Snake Style===&lt;br /&gt;
Snake Style is in many ways the default celestial martial art, providing average defence (both soak and dodge) and mostly average offence. Snake form is one of the most useful of the martial arts form type charms, both boosting soak and forcing enemies to apply a penalty to their attacks, as well as providing a small increase in unarmed capabilities. However, Snake Style is in many ways defined by two charms: Essence Venom Strike and Armour Penetrating Fang Strike. The first allows you to inflict aggravated damage on your enemies, something rare and powerful in exalt to exalt combat. The second allows you to severely weaken an opponents armour defence for a single strike. Even better, the two can be comboed together, creating an aggravated damage attack which bypasses armour. This is not the only powerful combo Snake Style has to offer, and in many ways it is the combo possibilities of this style that make it so strong.&lt;br /&gt;
&lt;br /&gt;
===Tiger Style===&lt;br /&gt;
Tiger Style provides two main benefits to its practitioners: Excellent attack capabilities, and an excellent cross style form weapon. Further, Angry Predator Frenzy Style is a potent attack charm, which when combined (not comboed however) with a combo of Raging tiger pounce and Spine Shattering Bite can severely inconvenience a single opponent, forcing them to the ground, where the second attack from Angry Predator Frenzy Style becomes more difficult to defend against. For added carnage, add Stalking Cat Movement and strike from the shadows. This style combines extremely well with Water Dragon and Hungry Ghost styles.&lt;br /&gt;
&lt;br /&gt;
===Violet Bier of Sorrows Style===&lt;br /&gt;
This style combines one of the most useful initial charms of any style anywhere with some potent long duration effects. The style becomes somewhat less useful post form, with some of the charms losing a little usefulness to Solars. However, Conclusion Pursuing Approach and Death Parrying Stroke both retain much usefulness. This style as a whole combines well with Mantis and Snake, however, most dedicated martial artists should look at learning at least a portion of this style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sensibly, you should be able to deal with mortals and anyone without high dicepools without using any offensive charms, using only your form charm and shadow over water, with stunts to give you neutral essence flow. If I recall correctly, only Snake and Mantis have reflexive counterattacks in the animal styles, but for maintaining a good defence while still attacking, shadow over water is the way to go, until you have Flow Like Bloob.&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2842</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2842"/>
		<updated>2005-07-04T00:18:14Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Crimson Pentacle Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade&#039;s form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Monkey Style===&lt;br /&gt;
This style is somewhat unusual, both in the requirements for its users and the power of its charms. The majority of the style is somewhat weak, or at least not comparable to other celestial martial arts, however, two charms stand out as very useful and powerful: Four Golden Halo Monkey Realignment provides a persistent defence which doesn’t require an action to use, and further, it boosts your attack power, and Celestial Godbody Understanding allows any weapon to be used as a form weapon for this style and armour to be worn while using the style. Overall, except for advanced students, avoidance of this style is cautioned.&lt;br /&gt;
&lt;br /&gt;
===Ebon Shadow Style===&lt;br /&gt;
This style combines good stealth with strong offence after the form and one nasty surprise for unprepared enemies. The nasty surprise is in the form of Distracting Finger gesture, which prevents an opponent from taking multiple actions. “How is this powerful, I just want to smash him?” I hear you ask. It is quite simple really: Fight somewhere where keeping your footing is difficult, and repeatedly distract your opponent. As long as they are forced to act to keep their footing, they will not be able to attack or defend. Then you smash him. It is also worth noting that Ebon Shadow contains one of the most powerful offensive charms in the celestial martial arts: Blow concealing gesture: Your opponent cannot react to the attack, meaning no defence at all, barring some combos. Yes, Let it sink in. No defence. Ebon shadow doesn’t combine too well with any other martial arts, as it doesn’t share in form weapons with any of them. &lt;br /&gt;
&lt;br /&gt;
===Hungry Ghost Style===&lt;br /&gt;
This style sums up its original creators better than any other magic art in Creation; Hungry ghost is about killing things and eating their souls, and so are the Abyssal Exalted. This style focuses solely on strong offence, either by enhancing attacks or weakening targets. Further, it has some unusual essence effects, including an excellent initial charm, and a post form charm which allows you to entirely shut down charm based defences, if you are willing to pay the cost. To cap the style off, the capstone charm inflicts aggravated damage. This style combines spectacularly with Water Dragon and Tiger, both of which serve to strengthen its non-existent defence and enhance its killing power.&lt;br /&gt;
&lt;br /&gt;
===Mantis Style===&lt;br /&gt;
Mantis style offers the strongest defence of any of the celestial martial arts, while offering good offence in a specific mould: Crippling your opponent, clinching him and taking his weapons. As sword-wielders often forget that without their weapons, they are nothing more than angry children to a competent martial artist. Mantis Style is relatively weak on the neat tricks common in other styles; instead it has strong, basic charms which are likely to be broadly useful. Further, it shares a form weapon (the seven section staff) with both Snake and Violet Bier of Sorrows style, allowing for some powerful combinations.&lt;br /&gt;
&lt;br /&gt;
===Righteous Devil Style===&lt;br /&gt;
This style is perhaps the most unusual of the Martial Arts. Unlike every other celestial style, Righteous Devil is useless without a weapon. Indeed it is useless without a specific ranged weapon: The Firewand. This, however, does not make it a weak style. On the contrary, the charms of the style are exceedingly potent, but must be looked at in the context of requiring a weapon. The style combines a subtly strong form, forcing a confrontation between yourself and your target, and dismissing his minions as if they are nothing, and some very strong offence charms, including an undodgeable incorporeal attack which cannot miss, and a powerful damage increasing attack. However, the style is utterly lacking in defence and relies totally on a weapon.&lt;br /&gt;
If you wish to be a front line martial artist, avoid this style. If you wish to learn more than one style, avoid this style. If you wish to be a powerful ranged support fighter, this style is your friend. Righteous Devil is a strong style, if you pick right. It isn&#039;t, however, remotely forgiving of any mistakes. The lack of a speed increase for ranged weapons makes it crap for arena fights though, since the range advantage is totally negated.&lt;br /&gt;
&lt;br /&gt;
===Snake Style===&lt;br /&gt;
Snake Style is in many ways the default celestial martial art, providing average defence (both soak and dodge) and mostly average offence. Snake form is one of the most useful of the martial arts form type charms, both boosting soak and forcing enemies to apply a penalty to their attacks, as well as providing a small increase in unarmed capabilities. However, Snake Style is in many ways defined by two charms: Essence Venom Strike and Armour Penetrating Fang Strike. The first allows you to inflict aggravated damage on your enemies, something rare and powerful in exalt to exalt combat. The second allows you to severely weaken an opponents armour defence for a single strike. Even better, the two can be comboed together, creating an aggravated damage attack which bypasses armour. This is not the only powerful combo Snake Style has to offer, and in many ways it is the combo possibilities of this style that make it so strong.&lt;br /&gt;
&lt;br /&gt;
===Tiger Style===&lt;br /&gt;
Tiger Style provides two main benefits to its practitioners: Excellent attack capabilities, and an excellent cross style form weapon. Further, Angry Predator Frenzy Style is a potent attack charm, which when combined (not comboed however) with a combo of Raging tiger pounce and Spine Shattering Bite can severely inconvenience a single opponent, forcing them to the ground, where the second attack from Angry Predator Frenzy Style becomes more difficult to defend against. For added carnage, add Stalking Cat Movement and strike from the shadows. This style combines extremely well with Water Dragon and Hungry Ghost styles.&lt;br /&gt;
&lt;br /&gt;
===Violet Bier of Sorrows Style===&lt;br /&gt;
This style combines one of the most useful initial charms of any style anywhere with some potent long duration effects. The style becomes somewhat less useful post form, with some of the charms losing a little usefulness to Solars. However, Conclusion Pursuing Approach and Death Parrying Stroke both retain much usefulness. This style as a whole combines well with Mantis and Snake, however, most dedicated martial artists should look at learning at least a portion of this style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sensibly, you should be able to deal with mortals and anyone without high dicepools without using any offensive charms, using only your form charm and shadow over water, with stunts to give you neutral essence flow. If I recall correctly, only Snake and Mantis have reflexive counterattacks in the animal styles, but for maintaining a good defence while still attacking, shadow over water is the way to go, until you have Flow Like Bloob.&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2841</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2841"/>
		<updated>2005-07-04T00:17:40Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Terrestrial Martial Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless. There are two things that are important to remember about Terestrial Martial Arts. Firstly, that they can be learned by nearly anyone. Exalts, ghosts, raksha, godblooded, even mortal thaumaturges, all can learn this style. Secondly, they have a looser and more concrete symbolic referent than Celestial styles, and far less abstract than Sidereal ones.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade is a Terrestrial Martial Art. This means two things. Firstly, that it can be learned by nearly anyone. Exalts, ghosts, raksha, godblooded, even mortal thaumaturges, all can learn this style. Secondly, it has a looser and more concrete symbolic referent than Celestial styles, and far less abstract than Sidereal ones. The unifying themes of Crimson Pentacle Blade Style are teamwork and athleticism.&lt;br /&gt;
&lt;br /&gt;
The form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Monkey Style===&lt;br /&gt;
This style is somewhat unusual, both in the requirements for its users and the power of its charms. The majority of the style is somewhat weak, or at least not comparable to other celestial martial arts, however, two charms stand out as very useful and powerful: Four Golden Halo Monkey Realignment provides a persistent defence which doesn’t require an action to use, and further, it boosts your attack power, and Celestial Godbody Understanding allows any weapon to be used as a form weapon for this style and armour to be worn while using the style. Overall, except for advanced students, avoidance of this style is cautioned.&lt;br /&gt;
&lt;br /&gt;
===Ebon Shadow Style===&lt;br /&gt;
This style combines good stealth with strong offence after the form and one nasty surprise for unprepared enemies. The nasty surprise is in the form of Distracting Finger gesture, which prevents an opponent from taking multiple actions. “How is this powerful, I just want to smash him?” I hear you ask. It is quite simple really: Fight somewhere where keeping your footing is difficult, and repeatedly distract your opponent. As long as they are forced to act to keep their footing, they will not be able to attack or defend. Then you smash him. It is also worth noting that Ebon Shadow contains one of the most powerful offensive charms in the celestial martial arts: Blow concealing gesture: Your opponent cannot react to the attack, meaning no defence at all, barring some combos. Yes, Let it sink in. No defence. Ebon shadow doesn’t combine too well with any other martial arts, as it doesn’t share in form weapons with any of them. &lt;br /&gt;
&lt;br /&gt;
===Hungry Ghost Style===&lt;br /&gt;
This style sums up its original creators better than any other magic art in Creation; Hungry ghost is about killing things and eating their souls, and so are the Abyssal Exalted. This style focuses solely on strong offence, either by enhancing attacks or weakening targets. Further, it has some unusual essence effects, including an excellent initial charm, and a post form charm which allows you to entirely shut down charm based defences, if you are willing to pay the cost. To cap the style off, the capstone charm inflicts aggravated damage. This style combines spectacularly with Water Dragon and Tiger, both of which serve to strengthen its non-existent defence and enhance its killing power.&lt;br /&gt;
&lt;br /&gt;
===Mantis Style===&lt;br /&gt;
Mantis style offers the strongest defence of any of the celestial martial arts, while offering good offence in a specific mould: Crippling your opponent, clinching him and taking his weapons. As sword-wielders often forget that without their weapons, they are nothing more than angry children to a competent martial artist. Mantis Style is relatively weak on the neat tricks common in other styles; instead it has strong, basic charms which are likely to be broadly useful. Further, it shares a form weapon (the seven section staff) with both Snake and Violet Bier of Sorrows style, allowing for some powerful combinations.&lt;br /&gt;
&lt;br /&gt;
===Righteous Devil Style===&lt;br /&gt;
This style is perhaps the most unusual of the Martial Arts. Unlike every other celestial style, Righteous Devil is useless without a weapon. Indeed it is useless without a specific ranged weapon: The Firewand. This, however, does not make it a weak style. On the contrary, the charms of the style are exceedingly potent, but must be looked at in the context of requiring a weapon. The style combines a subtly strong form, forcing a confrontation between yourself and your target, and dismissing his minions as if they are nothing, and some very strong offence charms, including an undodgeable incorporeal attack which cannot miss, and a powerful damage increasing attack. However, the style is utterly lacking in defence and relies totally on a weapon.&lt;br /&gt;
If you wish to be a front line martial artist, avoid this style. If you wish to learn more than one style, avoid this style. If you wish to be a powerful ranged support fighter, this style is your friend. Righteous Devil is a strong style, if you pick right. It isn&#039;t, however, remotely forgiving of any mistakes. The lack of a speed increase for ranged weapons makes it crap for arena fights though, since the range advantage is totally negated.&lt;br /&gt;
&lt;br /&gt;
===Snake Style===&lt;br /&gt;
Snake Style is in many ways the default celestial martial art, providing average defence (both soak and dodge) and mostly average offence. Snake form is one of the most useful of the martial arts form type charms, both boosting soak and forcing enemies to apply a penalty to their attacks, as well as providing a small increase in unarmed capabilities. However, Snake Style is in many ways defined by two charms: Essence Venom Strike and Armour Penetrating Fang Strike. The first allows you to inflict aggravated damage on your enemies, something rare and powerful in exalt to exalt combat. The second allows you to severely weaken an opponents armour defence for a single strike. Even better, the two can be comboed together, creating an aggravated damage attack which bypasses armour. This is not the only powerful combo Snake Style has to offer, and in many ways it is the combo possibilities of this style that make it so strong.&lt;br /&gt;
&lt;br /&gt;
===Tiger Style===&lt;br /&gt;
Tiger Style provides two main benefits to its practitioners: Excellent attack capabilities, and an excellent cross style form weapon. Further, Angry Predator Frenzy Style is a potent attack charm, which when combined (not comboed however) with a combo of Raging tiger pounce and Spine Shattering Bite can severely inconvenience a single opponent, forcing them to the ground, where the second attack from Angry Predator Frenzy Style becomes more difficult to defend against. For added carnage, add Stalking Cat Movement and strike from the shadows. This style combines extremely well with Water Dragon and Hungry Ghost styles.&lt;br /&gt;
&lt;br /&gt;
===Violet Bier of Sorrows Style===&lt;br /&gt;
This style combines one of the most useful initial charms of any style anywhere with some potent long duration effects. The style becomes somewhat less useful post form, with some of the charms losing a little usefulness to Solars. However, Conclusion Pursuing Approach and Death Parrying Stroke both retain much usefulness. This style as a whole combines well with Mantis and Snake, however, most dedicated martial artists should look at learning at least a portion of this style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sensibly, you should be able to deal with mortals and anyone without high dicepools without using any offensive charms, using only your form charm and shadow over water, with stunts to give you neutral essence flow. If I recall correctly, only Snake and Mantis have reflexive counterattacks in the animal styles, but for maintaining a good defence while still attacking, shadow over water is the way to go, until you have Flow Like Bloob.&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2840</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2840"/>
		<updated>2005-07-04T00:10:45Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Celestial Martial Arts */  added styles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade is a Terrestrial Martial Art. This means two things. Firstly, that it can be learned by nearly anyone. Exalts, ghosts, raksha, godblooded, even mortal thaumaturges, all can learn this style. Secondly, it has a looser and more concrete symbolic referent than Celestial styles, and far less abstract than Sidereal ones. The unifying themes of Crimson Pentacle Blade Style are teamwork and athleticism.&lt;br /&gt;
&lt;br /&gt;
The form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Monkey Style===&lt;br /&gt;
This style is somewhat unusual, both in the requirements for its users and the power of its charms. The majority of the style is somewhat weak, or at least not comparable to other celestial martial arts, however, two charms stand out as very useful and powerful: Four Golden Halo Monkey Realignment provides a persistent defence which doesn’t require an action to use, and further, it boosts your attack power, and Celestial Godbody Understanding allows any weapon to be used as a form weapon for this style and armour to be worn while using the style. Overall, except for advanced students, avoidance of this style is cautioned.&lt;br /&gt;
&lt;br /&gt;
===Ebon Shadow Style===&lt;br /&gt;
This style combines good stealth with strong offence after the form and one nasty surprise for unprepared enemies. The nasty surprise is in the form of Distracting Finger gesture, which prevents an opponent from taking multiple actions. “How is this powerful, I just want to smash him?” I hear you ask. It is quite simple really: Fight somewhere where keeping your footing is difficult, and repeatedly distract your opponent. As long as they are forced to act to keep their footing, they will not be able to attack or defend. Then you smash him. It is also worth noting that Ebon Shadow contains one of the most powerful offensive charms in the celestial martial arts: Blow concealing gesture: Your opponent cannot react to the attack, meaning no defence at all, barring some combos. Yes, Let it sink in. No defence. Ebon shadow doesn’t combine too well with any other martial arts, as it doesn’t share in form weapons with any of them. &lt;br /&gt;
&lt;br /&gt;
===Hungry Ghost Style===&lt;br /&gt;
This style sums up its original creators better than any other magic art in Creation; Hungry ghost is about killing things and eating their souls, and so are the Abyssal Exalted. This style focuses solely on strong offence, either by enhancing attacks or weakening targets. Further, it has some unusual essence effects, including an excellent initial charm, and a post form charm which allows you to entirely shut down charm based defences, if you are willing to pay the cost. To cap the style off, the capstone charm inflicts aggravated damage. This style combines spectacularly with Water Dragon and Tiger, both of which serve to strengthen its non-existent defence and enhance its killing power.&lt;br /&gt;
&lt;br /&gt;
===Mantis Style===&lt;br /&gt;
Mantis style offers the strongest defence of any of the celestial martial arts, while offering good offence in a specific mould: Crippling your opponent, clinching him and taking his weapons. As sword-wielders often forget that without their weapons, they are nothing more than angry children to a competent martial artist. Mantis Style is relatively weak on the neat tricks common in other styles; instead it has strong, basic charms which are likely to be broadly useful. Further, it shares a form weapon (the seven section staff) with both Snake and Violet Bier of Sorrows style, allowing for some powerful combinations.&lt;br /&gt;
&lt;br /&gt;
===Righteous Devil Style===&lt;br /&gt;
This style is perhaps the most unusual of the Martial Arts. Unlike every other celestial style, Righteous Devil is useless without a weapon. Indeed it is useless without a specific ranged weapon: The Firewand. This, however, does not make it a weak style. On the contrary, the charms of the style are exceedingly potent, but must be looked at in the context of requiring a weapon. The style combines a subtly strong form, forcing a confrontation between yourself and your target, and dismissing his minions as if they are nothing, and some very strong offence charms, including an undodgeable incorporeal attack which cannot miss, and a powerful damage increasing attack. However, the style is utterly lacking in defence and relies totally on a weapon.&lt;br /&gt;
If you wish to be a front line martial artist, avoid this style. If you wish to learn more than one style, avoid this style. If you wish to be a powerful ranged support fighter, this style is your friend. Righteous Devil is a strong style, if you pick right. It isn&#039;t, however, remotely forgiving of any mistakes. The lack of a speed increase for ranged weapons makes it crap for arena fights though, since the range advantage is totally negated.&lt;br /&gt;
&lt;br /&gt;
===Snake Style===&lt;br /&gt;
Snake Style is in many ways the default celestial martial art, providing average defence (both soak and dodge) and mostly average offence. Snake form is one of the most useful of the martial arts form type charms, both boosting soak and forcing enemies to apply a penalty to their attacks, as well as providing a small increase in unarmed capabilities. However, Snake Style is in many ways defined by two charms: Essence Venom Strike and Armour Penetrating Fang Strike. The first allows you to inflict aggravated damage on your enemies, something rare and powerful in exalt to exalt combat. The second allows you to severely weaken an opponents armour defence for a single strike. Even better, the two can be comboed together, creating an aggravated damage attack which bypasses armour. This is not the only powerful combo Snake Style has to offer, and in many ways it is the combo possibilities of this style that make it so strong.&lt;br /&gt;
&lt;br /&gt;
===Tiger Style===&lt;br /&gt;
Tiger Style provides two main benefits to its practitioners: Excellent attack capabilities, and an excellent cross style form weapon. Further, Angry Predator Frenzy Style is a potent attack charm, which when combined (not comboed however) with a combo of Raging tiger pounce and Spine Shattering Bite can severely inconvenience a single opponent, forcing them to the ground, where the second attack from Angry Predator Frenzy Style becomes more difficult to defend against. For added carnage, add Stalking Cat Movement and strike from the shadows. This style combines extremely well with Water Dragon and Hungry Ghost styles.&lt;br /&gt;
&lt;br /&gt;
===Violet Bier of Sorrows Style===&lt;br /&gt;
This style combines one of the most useful initial charms of any style anywhere with some potent long duration effects. The style becomes somewhat less useful post form, with some of the charms losing a little usefulness to Solars. However, Conclusion Pursuing Approach and Death Parrying Stroke both retain much usefulness. This style as a whole combines well with Mantis and Snake, however, most dedicated martial artists should look at learning at least a portion of this style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sensibly, you should be able to deal with mortals and anyone without high dicepools without using any offensive charms, using only your form charm and shadow over water, with stunts to give you neutral essence flow. If I recall correctly, only Snake and Mantis have reflexive counterattacks in the animal styles, but for maintaining a good defence while still attacking, shadow over water is the way to go, until you have Flow Like Bloob.&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2846</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2846"/>
		<updated>2005-07-03T23:54:57Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preamble==&lt;br /&gt;
&lt;br /&gt;
This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections.  It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki.  For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted. &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
New to &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt;? Confused about anything, system or setting? Then look no further: This 101 is designed to help new [[Storyteller]]s make their &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt; games rule.&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Chejop Kejack explains [[Martial Arts (for Solars)]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Martial_Arts_(for_Solars)&amp;diff=10450</id>
		<title>Martial Arts (for Solars)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Martial_Arts_(for_Solars)&amp;diff=10450"/>
		<updated>2005-07-03T23:47:33Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ah, good, you Solars have all filed in. Take a seat. You may be wondering why crack teams of the five score fellowship abducted you from your homes and palaces and brought you here. Well, we had a policy meeting and cast some fates, and decided that if you are to provide some sort of opposition to our newly trained operatives, some sort of minimum competence amongst your martial artists must be assured. So if you will just sit quietly and observe this short presentation…&lt;br /&gt;
&lt;br /&gt;
What do you mean “Why am I, Chejop Kejack, giving this presentation about Solars?” Because I am the greatest living martial artist in creation. Do you want to argue about it? I thought not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are martial arts?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Martial arts are movements and postures which harness essence in such a way as to enhance ones capabilities, through the use of charms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why should I practice martial arts?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increased flexibility in mortal combat, as styles focus on attack, defence, armed and unarmed combat. No other combat method provides this flexibility, in addition, the martial arts forms often have unusual charms one would not expect to find in a combat art.&lt;br /&gt;
&lt;br /&gt;
You there, with the braid, pay attention! Oh, you know this, you’ve learned Snake Style all the way to the form. Good for you. When you understand the One Thousand Perfect Katas then you can ignore my lessons!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chejop Kejack&#039;s two immutable lessons of Martial Arts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Martial Arts is a complementary ability: As a combat method, martial arts does not stand alone. You need to be able to avoid or absorb attacks sent at you. For you Solars, this means one of three things:&lt;br /&gt;
*Learn Dodge. This is the route most often travelled by Martial Artists, as dodge provides a strong defence with minimal commitment to the ability (two or three charms)&lt;br /&gt;
*Learn Melee. This route is less common amongst Solars for a variety of reasons; If you’re learning some melee, why not just concentrate on it? You lose the advantage of being able to avoid attacks while unarmed. The Solar persistent parry is slightly less effective than the persistent dodge.&lt;br /&gt;
*Learn Soak charms: This route is by far the least travelled on its own, simply because Solar soak charms are not as potent as the other two methods of defence.&lt;br /&gt;
2) As a martial artist, you will (unless you are a Sidereal) be less dangerous in battle than your melee using brethren. Yes Dace, that’s you, now please stop waving that daiklaive around. Oh, Swan, just take it off him. Dace stop pulling Swans hair. Yes, I know it’s like a girls, and you’re very manly. CHILDREN! That’s better.&lt;br /&gt;
&lt;br /&gt;
Now, where was I. Oh yes, you’ll be less effective at slaughtering hordes of enemies. You will have several unique tricks and unusual advantages however, depending on your chosen style.&lt;br /&gt;
&lt;br /&gt;
Now that you know those lessons, how should you proceed?&lt;br /&gt;
&lt;br /&gt;
Well, first, choose your style. I will go into further detail on individual styles later. You should, if you wish to concentrate on martial arts, make sure you know at least up to the form charm, yes, like you Swan, of your chosen style before you can consider yourself a true martial artist. You should also make sure you have a decent method of defence, a reflexive dodge or parry is suggested. Generally, completing one style before beginning a second is preferred to starting multiple styles, with a few exceptions, such as learning the first two charms of Violet Bier of Sorrows Style as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But Master Chejop, how should I advance?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, unless you intend to crush your enemies solely with your finger tips, never allowing them to strike back, there are two ways you can advance:&lt;br /&gt;
&lt;br /&gt;
1) Shore up your defences, layer them as strongly as you can. Getting access to a persistent defence should be your biggest long term goal.&lt;br /&gt;
&lt;br /&gt;
2) Pick a style with the same form weapon as the style you currently use, then the charms can be cross comboed with that weapon easily, then learn into that style&lt;br /&gt;
&lt;br /&gt;
Yes, Arianna, I Know this advice is somewhat obvious, but with Solars of Daces intelligence around, you can never be sure. Is he eating paste again?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The one paragraph analysis of each Celestial style has been moved to the [[Exalted Martial Arts]] page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original Author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2839</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2839"/>
		<updated>2005-07-03T23:21:47Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Celestial Martial Arts */ created section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade is a Terrestrial Martial Art. This means two things. Firstly, that it can be learned by nearly anyone. Exalts, ghosts, raksha, godblooded, even mortal thaumaturges, all can learn this style. Secondly, it has a looser and more concrete symbolic referent than Celestial styles, and far less abstract than Sidereal ones. The unifying themes of Crimson Pentacle Blade Style are teamwork and athleticism.&lt;br /&gt;
&lt;br /&gt;
The form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Celestial Martial Arts]]==&lt;br /&gt;
Also known as &#039;&#039;&#039;Chejop Kejack explains Martial Arts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, good, you Solars have all filed in. Take a seat. You may be wondering why crack teams of the five score fellowship abducted you from your homes and palaces and brought you here. Well, we had a policy meeting and cast some fates, and decided that if you are to provide some sort of opposition to our newly trained operatives, some sort of minimum competence amongst your martial artists must be assured. So if you will just sit quietly and observe this short presentation…&lt;br /&gt;
&lt;br /&gt;
What do you mean “Why am I, Chejop Kejack, giving this presentation about Solars?” Because I am the greatest living martial artist in creation. Do you want to argue about it? I thought not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are martial arts?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Martial arts are movements and postures which harness essence in such a way as to enhance ones capabilities, through the use of charms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why should I practice martial arts?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increased flexibility in mortal combat, as styles focus on attack, defence, armed and unarmed combat. No other combat method provides this flexibility, in addition, the martial arts forms often have unusual charms one would not expect to find in a combat art.&lt;br /&gt;
&lt;br /&gt;
You there, with the braid, pay attention! Oh, you know this, you’ve learned Snake Style all the way to the form. Good for you. When you understand the One Thousand Perfect Katas then you can ignore my lessons!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chejop Kejack&#039;s two immutable lessons of Martial Arts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Martial Arts is a complementary ability: As a combat method, martial arts does not stand alone. You need to be able to avoid or absorb attacks sent at you. For you Solars, this means one of three things:&lt;br /&gt;
*Learn Dodge. This is the route most often travelled by Martial Artists, as dodge provides a strong defence with minimal commitment to the ability (two or three charms)&lt;br /&gt;
*Learn Melee. This route is less common amongst Solars for a variety of reasons; If you’re learning some melee, why not just concentrate on it? You lose the advantage of being able to avoid attacks while unarmed. The Solar persistent parry is slightly less effective than the persistent dodge.&lt;br /&gt;
*Learn Soak charms: This route is by far the least travelled on its own, simply because Solar soak charms are not as potent as the other two methods of defence.&lt;br /&gt;
2) As a martial artist, you will (unless you are a Sidereal) be less dangerous in battle than your melee using brethren. Yes Dace, that’s you, now please stop waving that daiklaive around. Oh, Swan, just take it off him. Dace stop pulling Swans hair. Yes, I know it’s like a girls, and you’re very manly. CHILDREN! That’s better.&lt;br /&gt;
&lt;br /&gt;
Now, where was I. Oh yes, you’ll be less effective at slaughtering hordes of enemies. You will have several unique tricks and unusual advantages however, depending on your chosen style.&lt;br /&gt;
&lt;br /&gt;
Now that you know those lessons, how should you proceed?&lt;br /&gt;
&lt;br /&gt;
Well, first, choose your style. I will go into further detail on individual styles later. You should, if you wish to concentrate on martial arts, make sure you know at least up to the form charm, yes, like you Swan, of your chosen style before you can consider yourself a true martial artist. You should also make sure you have a decent method of defence, a reflexive dodge or parry is suggested. Generally, completing one style before beginning a second is preferred to starting multiple styles, with a few exceptions, such as learning the first two charms of Violet Bier of Sorrows Style as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But Master Chejop, how should I advance?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, unless you intend to crush your enemies solely with your finger tips, never allowing them to strike back, there are two ways you can advance:&lt;br /&gt;
&lt;br /&gt;
1) Shore up your defences, layer them as strongly as you can. Getting access to a persistent defence should be your biggest long term goal.&lt;br /&gt;
&lt;br /&gt;
2) Pick a style with the same form weapon as the style you currently use, then the charms can be cross comboed with that weapon easily, then learn into that style&lt;br /&gt;
&lt;br /&gt;
Yes, Arianna, I Know this advice is somewhat obvious, but with Solars of Daces intelligence around, you can never be sure. Is he eating paste again?&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Help:Editing&amp;diff=9867</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Help:Editing&amp;diff=9867"/>
		<updated>2005-07-03T20:41:34Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing here for RPG.net wiki.  Until that&#039;s fixed, try the  [[http://meta.wikimedia.org/wiki/Help%3AEditing MediaWiki Help:Editing]] page.&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted&amp;diff=2849</id>
		<title>Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted&amp;diff=2849"/>
		<updated>2005-07-03T20:39:12Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Added link to Anathema project homepage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Exalted&#039;&#039; is a high-powered [[fantasy]] [[role-playing game]] from [[White Wolf Game Studio]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Exalted101:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
[[http://anathema.sourceforge.net/ Anathema]] is an all-round Exalted toolkit, offering basic character generation &amp;amp; campaign management functions (with more advanced features to follow soon).&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Help:Editing&amp;diff=2836</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Help:Editing&amp;diff=2836"/>
		<updated>2005-07-03T20:32:35Z</updated>

		<summary type="html">&lt;p&gt;Neverway: linked editing help page to Mediawiki&amp;#039;s User&amp;#039;s Handbook.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing here for RPG.net wiki.  Until that&#039;s fixed, try http://meta.wikimedia.org/wiki/Help%3AContents&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_page&amp;diff=9866</id>
		<title>Exalted101:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_page&amp;diff=9866"/>
		<updated>2005-07-03T20:22:04Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Exalted101:Main Page]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Exalted101:Main_Page&amp;diff=2859</id>
		<title>Talk:Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Exalted101:Main_Page&amp;diff=2859"/>
		<updated>2005-07-03T20:21:09Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okay folks, this is supposed to be a 101 for Exalted.  A site we can point newbies to when they ask the inevitable questions about &amp;quot;Why should I buy this game?&amp;quot; or &amp;quot;How do I handle Sidereals in a mostly Solar party?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The original articles were cropped from the RPG.net Exalted 101 thread, but most of them need to be worked on some to fill in missing info.  As well, there are some obvious gaps in the info presented so anyone who can write (i.e., not me) and knows Exalted is encouraged to write in the missing parts and update for newer books as they come out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Neverway|Neverway]] 16:27, 28 Jun 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2838</id>
		<title>Exalted101:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_Page&amp;diff=2838"/>
		<updated>2005-07-03T20:20:49Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Switched pages for the upper case P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Preamble==&lt;br /&gt;
&lt;br /&gt;
This page is for both expanding upon the original Exalted 101 sections from the Open thread, and creating entirely new sections.  It is intended to be a place where people thinking about purchasing Exalted, or have just done so recently, can come to get information and explinations for how some of the more confusing aspects of the game.&lt;br /&gt;
&lt;br /&gt;
When making pages to link from this project, please select Exalted specific names for them so we don&#039;t limit the namespace of other games on the wiki.  For example, we prefer [[Exalted Martial Arts]] over [[Martial Arts]] since the latter is appropriate to may games, not just Exalted. &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
New to &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt;? Confused about anything, system or setting? Then look no further: This 101 is designed to help new [[Storyteller]]s make their &amp;lt;u&amp;gt;[[Exalted]]&amp;lt;/u&amp;gt; games rule.&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
*[[Exalted101:Storytelling_advice]]&lt;br /&gt;
**Advice on running [[Solar Exalted]] games&lt;br /&gt;
**Advice on running a [[Lunar Exalted]] game&lt;br /&gt;
**Let&#039;s talk [[Dragon Blooded]]!&lt;br /&gt;
*Advice on specific systems&lt;br /&gt;
**[[Exalted Combat]]&lt;br /&gt;
**[[Exalted Sorcery]]&lt;br /&gt;
**[[Exalted Martial Arts]]&lt;br /&gt;
**Arianna Explains [[Exalted Specialties]]&lt;br /&gt;
**Arianna Explains [[Exalted Stunts]]&lt;br /&gt;
**Arianna Explains [[Exalted Combos]] (aren&#039;t you glad Arianna&#039;s here to explain it all to us?)&lt;br /&gt;
*General Advice&lt;br /&gt;
**General [[Tips for Storytelling Exalted]]&lt;br /&gt;
**[[Setting Difficulties in Exalted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Opinions expressed in these articles do not necessarily represent those of the management and are solely the opnions of the original authors of the articles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted101:Main_page&amp;diff=2834</id>
		<title>Exalted101:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted101:Main_page&amp;diff=2834"/>
		<updated>2005-07-03T20:19:06Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Switched pages for the upper case P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Exalted101:Main page]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Crimson_Pentacle_Blade&amp;diff=8225</id>
		<title>Crimson Pentacle Blade</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Crimson_Pentacle_Blade&amp;diff=8225"/>
		<updated>2005-07-03T16:18:29Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactics==&lt;br /&gt;
Crimson Pentacle Blade is designed to be used as part of a group. Many charms provided by it work only when used along with other users of the style, and it is generally weaker when used alone. Note that the style does not provide any form of active defense, although there is a weak soak-booster, a defensive difficulty-raiser, and several shield-boosting effects. As such, expect to either be splitting for defense, using defenses granted by other Abilities or Styles, or rapidly dying to the first relevant assault.&lt;br /&gt;
&lt;br /&gt;
Also, it must regrettably be stated that the Crimson Pentacle Blade style offers no distinct style of combat in the manner that many other published styles do. The tree branches out in styles based on the various Postures, thus lacking the unifying charm focuses found in many other styles. Still, given the charms that exist and the form weapons, a few comments can be made. Crimson Pentacle Blade tends to be used with weapons that have high damage, speed, or both relative to most weapons, but they tend to be low in accuracy, defense, and rate. To some degree, these limitations are offset by the charms. The accuracy problem is diminshed some by the Form, and the defense one by the use of shields, but the rate lacks a useful solution. Given the unarmored style and the lack of granted dodges or parries, this means that a user of Crimson Pentacle Blade would be best to invest highly in the dodge ability and Charms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Problematic Aspects==&lt;br /&gt;
Unfortunately, there are a number of problems with the CPB style as written, some of which seem to result from a lesser understanding of the nature of Exalted combat than that shown in styles not found in the Players Guide. Some fixes are suggested, but bear in mind that these are not official errata in any way.&lt;br /&gt;
&lt;br /&gt;
===Assorted errors===&lt;br /&gt;
*The Western Shield Posture grants a +1 specialty to the use of shields. However, shields are not, in the Exalted system, used with rolls of any kind, serving rather as a passive modifier to cover penalties, making this specialty irrelevant. One approach to fixing this would be to add one to the number of successes removed by the shield, but notice that this is twice as valuble than adding a specialty die, which would unbalance the WSP when compared to the other Postures. Alternatively, merely add a one-die specialty to defensive actions.&lt;br /&gt;
*Speardancer Concentration&#039;s type is Supplemental, but its function is to raise initiative. As supplemental charms cannot be activated before the user has initiative, this doesn&#039;t actually do anything as written. Change this charm&#039;s type to Reflexive.&lt;br /&gt;
*Eastern Root Protocal offers a &amp;quot;+1 defensive bonus&amp;quot; to its users. It is unclear what is meant by this, whether it is intended to raise the Defense value of the users&#039; weapons, or whether it is intended to raise the cover penalty associated with shields. Given the text of the charm, the author of this guide believes that a cover penalty increase is intended, but be aware that different Storytellers may interpret it in different manners.&lt;br /&gt;
*In the text of Western Shield Crush Counterattack, the sentence &amp;quot;This is a counterattack, not an action.&amp;quot; is not meaningful in terms of the Exalted system. Substitute the sentence &amp;quot;This is a counterattack.&amp;quot;&lt;br /&gt;
*Furious Battle Scythe is a charm that creates a weapon, which lasts for one turn. Two problems are present, one semantic, and the other tactical. First, the weapon&#039;s traits are misnamed. For &amp;quot;Attack,&amp;quot; read &amp;quot;Accuracy.&amp;quot; For &amp;quot;Parry,&amp;quot; read &amp;quot;Defense.&amp;quot; The second problem flows from the fact that the weapon created is not particularly good, but can only be created when the user is already holding a weapon. The scythe is distinctly worse than all artifact weapons usable with the style (and given that the style is not usable with armor, and will be mainly used by Dragonblooded, it may fairly be assumed that the majority of its users will have at least a two-dot artifact weapon). It is also, argubly, no better than the majority of the mundane weapons usable with the style. Given that no sane user would pay four motes a round to make a weapon worse than the one he&#039;s already holding, this charm is clearly problematic.&lt;br /&gt;
:It is suggested that this charm be replaced by one granting bonuses to the weapon being used. An additional +4L damage and +1 rate appear to be roughly in theme with those advantages the scythe has over some mundane weapons, but even these are relatively scant given the per-round cost. It is additionally suggested that the charm cost be lowered to 2 motes.&lt;br /&gt;
*Central Pillar Attack Pattern Mastery is the pinnacle charm, an Extra Attack charm costing 7m1w. It is not without flaws. It gives an increasing difficulty to the attacks, and remember that each raise of difficulty is the equivilent of two subtracted dice from the pool. Compare with the results of splitting one&#039;s dice pool, for a user with a +12 pool to attack and Essence 4. Splitting the dice pool four ways produces pools of 8,7,6,5. Using this charm, however, provides effective pools (given the difficulty) of 6,6,6,6, with an average effective pool half a die lower than if the user had merely split his dice. Even the fact that it counts successes double for damage does not nearly save it, as that makes one pay 7m1w and lower his dice pools for the equivilent of a turn-long Ferocious Jab, and this as the pinnacle charm of a martial arts style. It is suggested that this charm be replaced with Five Dragon Wrath from the Five Dragon style, as it probably cannot be purified without destruction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Formations===&lt;br /&gt;
The charm Five Directions Formation Protocal is sufficiently distinct that it requires another section just to deal with it. It is, to the best of my knowledge, the most lengthy and complicated charm currently in existence in Exalted. It is on the one hand intensely flavorable, and can be used to do many cool and interesting things. It is also horrifically flawed in terms of game balance.&lt;br /&gt;
&lt;br /&gt;
Explanation Of The Text&lt;br /&gt;
*The FDFP is not technically a charm, but rather a methodology for designing multi-user &amp;quot;combos&amp;quot;. To use one, the following qualifications must be present:&lt;br /&gt;
**A &amp;quot;combo&amp;quot; must have been devised. This requires a number of martial artists who know FDFP, each of whom must contribute at least one charm to the &amp;quot;combo&amp;quot;. All of these charms must either be martial arts charms or charms that are explicitly permitted to be used in combos with charms from other abilities. Devising this combo requires an expense of XP equivilent to the cost the &amp;quot;combo&amp;quot; would have if designed as a normal combo, which is divided up evenly among the group, with non-Terrestrials paying double.&lt;br /&gt;
**All the martial artists who designed the formation must be present within a 10-yard radius.&lt;br /&gt;
**All martial artists must activate the formation, which counts as their charm for the round and cannot be used with a &amp;quot;normal&amp;quot; combo. All must spend one point of temporary willpower.&lt;br /&gt;
&lt;br /&gt;
*The effects are as follows:&lt;br /&gt;
**All users must remain within 10 yards of all other users. The formation ends when any of them go farther than 10 yards from any others.&lt;br /&gt;
**All have a movement speed equal to that of the slowest user unless a movement speed boster is part of the protocal. If one is, all may use it.&lt;br /&gt;
**All users have access to the charms in the formation. This is the case even if they do not meet the Minimum Essence and Minimum Ability ratings required, as long as the one in the formation who actually has the charm meets those ratings.&lt;br /&gt;
**Any user who has a charm up with a duration longer than instant may &amp;quot;bleed&amp;quot; it to others, allowing them to share its benefits, for one mote per recipient, payed by the &amp;quot;bleeder.&amp;quot; Note that there is not a requirement that these be Martial Arts charms. Only one Form may be used at once, and permanent charms cannot be shared.&lt;br /&gt;
**All essence costs (but not, it seems, willpower, health, or XP) of charms in the &amp;quot;combo&amp;quot; are split as evenly as possible across all the users of it.&lt;br /&gt;
**A bonus of +1 per user of the formation is given to all rolls of charms present in the &amp;quot;combo,&amp;quot; to a max of the Attribute+Ability of the user (as in Solar dice adders). &lt;br /&gt;
&lt;br /&gt;
*There are, however, a few problems&lt;br /&gt;
**Access can be gained to charms that are far outside of one&#039;s normal ability, explicitly allowing the use of charms that you don&#039;t meet the requirements for. This means, really, that if Sidereal Martial Arts are put in the &amp;quot;combo,&amp;quot; everyone can use them. Even Dragonblooded. Even mortals. One Sidereal sifu and a dozen dragonblooded lackies can use FDFP to throw 48 Pattern Spider Touches at every enemy in view. This raises the question of why, exactly, the Usurpation was particularly difficult.Alternatively, they can shoot out a dozen Essence Shattering Typhoons and maintain them for some time, allowing one to annihilate quite a few square miles of land (and, of course, everyone in them who can&#039;t throw half a dozen perfect defenses) from a good number of miles away.&lt;br /&gt;
**The &amp;quot;bleeding&amp;quot; cost is absurdly low, and it can be done with charms not in the combo. It is, for example, possible for someone with Bottomless Depths Defense to share it with everyone else in the formation for one mote each, rendering them all functionally invulnerable. Or, consider again what can be done with Sidereal Martial Arts. A master of the Prismatic Organization of Creation could with ease share all his many hellishly powerful persistants with his minions. This gets even more sickening if you toss in fae, because they have many charms that are story-long, which with a raksha in your formation could result in everyone running around with half a dozen raksha charms on them for the rest of the campaign without the need for any pesky commited essence. &lt;br /&gt;
&lt;br /&gt;
Between these two reasons, I&#039;d say that about a dozen people from various sorts of magical character who had a properly designed formation would stand at least even odds of defeating everyone else in Creation at once. This is, one thinks, a capability a bit beyond what a midtree terrestrial martial art charm should provide. As far as fixing it... it is suggested that only Martial Arts charms of a sort that a character could use with his current initiations be usable by him, and that bleeding charms across requires paying and commiting the entire cost of those charms. It is also sugested that your Storyteller read this and slap on the back of the head any players trying anything described herein.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original Author: Random Nerd on RPG.net&lt;br /&gt;
(Note: The blurb on the [[Exalted Martial Arts]] page was originally the lead-in to this article)&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2837</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2837"/>
		<updated>2005-07-03T16:07:52Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Crimson Pentacle Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
&lt;br /&gt;
Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
&lt;br /&gt;
These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
&lt;br /&gt;
This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
&lt;br /&gt;
==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
&lt;br /&gt;
The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
&lt;br /&gt;
The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
&lt;br /&gt;
Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
&lt;br /&gt;
==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
&lt;br /&gt;
===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
&lt;br /&gt;
===[[Crimson Pentacle Blade]]===&lt;br /&gt;
&lt;br /&gt;
Crimson Pentacle Blade is a Terrestrial Martial Art. This means two things. Firstly, that it can be learned by nearly anyone. Exalts, ghosts, raksha, godblooded, even mortal thaumaturges, all can learn this style. Secondly, it has a looser and more concrete symbolic referent than Celestial styles, and far less abstract than Sidereal ones. The unifying themes of Crimson Pentacle Blade Style are teamwork and athleticism.&lt;br /&gt;
&lt;br /&gt;
The form weapons are shield and &amp;quot;polearm,&amp;quot; the latter category including all weapons with a haft at least four and a half feet long. Included are spears, sledges, poleaxes, and scythes, and the artifact forms of these. It is relevant to notice that due to this, there is overlap with the form weapons of Five Dragon Style for users with a spear, and with Earth Dragon Style and Jade Mountain Style with the sledge. Note also that the first charm in the Style makes it possible to use a large shield in one hand and a normally two-handed polearm in the other without penalty, which would not normally be possible. It is generally assumed that Crimson Pentacle Blade users will be armed, as no charms exist to allow unarmed users to do lethal damage or to parry it without a stunt. Crimson Pentacle Blade does not permit the use of armor.&lt;br /&gt;
&lt;br /&gt;
One unique feature of CPB is the &amp;quot;postures&amp;quot; it grants. Five are given, each of which emphases a particular approach to the style, with suggested clothing and weapon, although those are not mechanically required. Each posture provides a different &amp;quot;posture bonus,&amp;quot; which is in effect an extra specialty dot for a particular sort of situation. These dots are cumulative with normal specialties, but cannot raise the total specialty applied to a roll above three.&lt;br /&gt;
&lt;br /&gt;
As the Terrestrial styles go, it has perhaps more &amp;quot;style&amp;quot; than any of the others. Crimson Pentacle Blade has a very distinct visual approach, and one that works well with the Dragonblooded aesthetic in particular. Unfortunately, the promise of the potential is not fully realized in the mechanics, due to problems of the sort that afflict perhaps all of the Players Guide&#039;s martial arts.&lt;br /&gt;
&lt;br /&gt;
===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Celestial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original author: Ubermonkey on RPG.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted&amp;diff=2835</id>
		<title>Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted&amp;diff=2835"/>
		<updated>2005-06-29T00:53:38Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Exalted&#039;&#039; is a high-powered [[fantasy]] [[role-playing game]] from [[White Wolf Game Studio]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Exalted101:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Combos&amp;diff=10400</id>
		<title>Exalted Combos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Combos&amp;diff=10400"/>
		<updated>2005-06-29T00:44:35Z</updated>

		<summary type="html">&lt;p&gt;Neverway: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Arianna Explains...Combos!==&lt;br /&gt;
&lt;br /&gt;
Combos trip up a lot of new players, but they&#039;re really easy once you get your head around them. Gather around and pay attention to Arianna, and soon you&#039;ll be inventing combos that let you mow down Sidereals by the division[1]! Yay!&lt;br /&gt;
&lt;br /&gt;
There&#039;s lots of other good combo guides out there, but we&#039;re going to go through this one slowly and carefully to make it as easy as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::[1] - If you&#039;re a Sidereal yourself, you may want to include a reflexive alibi-creating charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Are my charms Instant?===&lt;br /&gt;
&lt;br /&gt;
Take a good look at all the charms you want to combo. Is their duration Instant? If so, great! If not, you can&#039;t combo the charm. Sorry. Try putting your long-duration charms up *before* the battle, since you can&#039;t combo them. I recommend having your Eclipse taunt them so you can buff yourself while they&#039;re shaking with rage.&lt;br /&gt;
&lt;br /&gt;
To be absolutely clear: only charms with an Instant duration can be put in combos.&lt;br /&gt;
&lt;br /&gt;
No, Dace, you CAN&#039;T combo Fivefold Bulwark Stance with anything. Pay attention!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How about Reflexive charms?===&lt;br /&gt;
&lt;br /&gt;
Reflexive charms are great. You can put as many reflexive charms as you like in a combo. You don&#039;t have to worry which ability they&#039;re from - as long as they&#039;re Instant, they can go in.&lt;br /&gt;
&lt;br /&gt;
Best of all, when actually using your combo, you can use as many or as few of the reflexive charms in the combo as you like, as often as you like.&lt;br /&gt;
&lt;br /&gt;
For example, you could put both Essence Gathering Temper (an Endurance charm that works when you&#039;re hit by an attack) and Heavenly Guardian Defence (a Melee charm that parries an attack perfectly) in a combo, because they&#039;re both Reflexive. If you&#039;re attacked, and you activate the combo or have already activated it earlier in the turn, you can use Heavenly Guardian Defence to parry the attack, let the attack hit you and use Essence Gathering Temper, or neither.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you&#039;re a Dragonblooded, don&#039;t put Reflexive charms in combo. You can always use Reflexive charms, even if you&#039;ve activated a combo, so don&#039;t waste your XP on putting them into combos!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Simple, Supplemental, and Extra Action==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;That&#039;s really easy, Arianna! I guess that means Simple, Extra Action and Supplemental charms are harder...&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A little. Unlike Reflexive charms, Simple, Extra Action and Supplemental charms have restrictions on both being put into combo, and on their use once you&#039;ve activated the combo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Simple, Extra Action and Supplemental charms in a combo must be from the same Ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, for instance, I could have a combo of Arrow Storm Technique (Archery, Extra Action) and Wise Arrow (Archery, Supplemental) but not Iron Whirlwind (Melee, Extra Action) and Ferocious Jab (Brawl, Supplemental).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only have one Simple charm in a combo, and you MUST use it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, if your combo has a Simple charm, and you activate it, you MUST use your action for that turn on the simple charm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only have one Extra Action charm in a combo, and you MUST use it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just like our friend the Simple charm above, if you activate a combo with an Extra Action charm in it, you must use that charm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you have an Extra Action and a Simple charm in the same combo, they MUST be compatible, and you MUST use the Simple charm on each extra action.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is one of the trickier ones, so let&#039;s have some examples to make it clear, yay!&lt;br /&gt;
&lt;br /&gt;
Old Dace is a bit of a fumbler - his silly player didn&#039;t buy him enough Dex. So he&#039;s worried he might drop his sword *a lot*, and tries to create a combo letting him pick it back up as often as he needs to - Retrieve the Fallen Weapon (Melee, Simple) and Peony-Blossom Attack (Melee, Extra Action). Dace CANNOT do this, because the charms don&#039;t work together - Retrieve the Fallen Weapon calls a weapon back to his hand, while Peony-Blossom creates extra attacks. Since he can&#039;t pick up his sword with the extra actions generated by Peony Blossom, he can&#039;t make this combo.&lt;br /&gt;
&lt;br /&gt;
Swan is much, much more intelligent than Old Dace, and so his combos work (OK, his example combo in the corebook is totally messed up, but it&#039;s not his fault!). He wants to combo Essence Venom Strike (Martial Arts, Simple) with Striking Serpent Speed (Martial Arts, Extra Action) - and he can! Since you can use Essence Venom with a Striking Serpent action, this combo is OK. However, if he activates this combo, Swan MUST use Striking Serpent Speed, and he MUST use Essence Venom Strike on each action generated by Striking Serpent Speed. This can get very expensive - I hope Swan kills whoever he hits with that, because he might not have any essence left to defend!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can have as many Supplemental charms as you like in a combo, but you MUST use them when appropriate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike Reflexives, where you can use them as much or little as you like in a turn where you&#039;ve activated a combo including them, with Supplementals you need to use them whenever you can.&lt;br /&gt;
&lt;br /&gt;
So, for instance, let&#039;s say Old Dace made a combo of Excellent Strike (Melee, Supplemental) and Hungry Tiger Technique (Melee, Supplemental). Let&#039;s say he&#039;s fighting Mnemon (as you do), and activates his combo. He decides to take four actions, attacking twice and saving two defences in case Mnemon doesn&#039;t die (stupid tough Earth Aspects). He MUST use both Excellent Strike and Hungry Tiger on both attacks, since the charms supplement attacks. He can still use his defences normally, however, without having to activate the charms, since they don&#039;t do anything for defences.&lt;br /&gt;
&lt;br /&gt;
To be clear: you MUST use the Supplementals in a combo when you can, but you don&#039;t have to take actions that the charms could supplement.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a handy tip, though: even if you use a charm multiple times in a turn, you don&#039;t have to use it in the same way each time, even if it&#039;s part of a combo. So in the example above, Dace could spend 3 motes on Excellent Strike to add 3 dice to the first attack, then spend 6 motes to add 6 dice to the second. This means if you&#039;re *really* low on essence, you can spend the minimum amount on variable-cost charms to keep them cheap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have a Simple or Extra Action charm in a combo, any Supplementals MUST benefit those actions&lt;br /&gt;
&lt;br /&gt;
The rules for supplementals get a bit stricter if you have a Simple or Extra Action charm in the combo (or both!). In that case, the Supplemental must work with the Simple or Extra Action charms.&lt;br /&gt;
&lt;br /&gt;
For instance, if Dace, clumsy person that he is, wanted to have a combo of Excellent Strike and Retrieve the Fallen Weapon, he couldn&#039;t - Excellent Strike only works with attacks, not picking up your weapon!&lt;br /&gt;
&lt;br /&gt;
===What a Combo needs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OK...I THINK I can put charms into combo now, though I&#039;d like some examples...is there anything else my combo needs?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;m glad you asked, Hypothetical Student! A Combo has two important elements you can&#039;t do without:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt; - any combo worth the XP you&#039;re blowing on it needs a cool name. Charm names are a good inspiration, or you could have the name reflect the reason you made the combo - &amp;quot;Owl-crushing Rain of Blows&amp;quot; for a combo you invented to kill Lilith, for instance!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Signature&amp;lt;/b&amp;gt; - each combo has a distinct look, which is instantly recognisable to anyone who&#039;s seen it before. This can range from a simple cascade of red sparks twisting off your blade, to the entire battlefield being drenched white with sunlight, your attacks appearing as golden caste-marks slamming into your opponent&#039;s body, and everything being slightly faded when the glare vanishes. Have fun! Generally you can have any aesthetic you like, so long as it&#039;s *roughly* appropriate to the mechanics. Feel free to be flexible with your signature during actual use, but make sure it&#039;s alway recognisable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have those examples, shall we:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A basic combo - Arianna&#039;s Unrelenting Lance Storm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charms: Cascade of Cutting Terror (Thrown, Supplemental) + Precision of the Striking Raptor (Thrown, Supplemental)&lt;br /&gt;
&lt;br /&gt;
Signature: Arianna leaps up into the air, and it seems as if the sun sets behind her, each ray of sunlight passing through her hands to become a javelin striking at her enemy.&lt;br /&gt;
&lt;br /&gt;
Example of use: On her initiative, Arianna jumps out of the tree, startling the Fire Immaculate menacing Swan. She spends 1 WP to activate Unrelenting Lance Storm, and then makes two thrown attacks (taking normal multiple action penalties). She MUST use both charms on these two attacks, and pays for them normally. On her first attack, she pays 5 motes for Cascade of Cutting Terror, and 5 motes to add 5 dice with Precision of the Striking Raptor. On the second attack, she pays 5 motes for Cascade of Cutting Terror, and 10 motes to add 10 dice with Precision of the Striking Raptor. Result: One dead Fire Aspect! Yay!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An intermediate combo - Dace&#039;s All-encompassing Invincible Retribution Stance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Charms: Heavenly Guardian Defence (Melee, Reflexive), Solar Counterattack (Melee, Reflexive), Essence Gathering Temper (Endurance, Reflexive), Iron Whirlwind Attack (Melee, Extra Action)&lt;br /&gt;
&lt;br /&gt;
Signature: A column of solar fire erupts around Dace as he plants his feet firmly in the ground, spinning his blade around at such speed that all who dare approach are cut down.&lt;br /&gt;
&lt;br /&gt;
Example of use: Before his initiative, Dace is attacked by Prince of Shadows, who is using a horrific combo of his own. Dace spends 1WP to activate All-Encompassing Invincible Retribution Stance, and then activates both Heavenly Guardian Defence and Solar Counterattack against each one of Prince of Shadow&#039;s deadly blows, keeping himself perfectly safe and inflicting several wounds on his Abyssal foe. This leaves the Solar low on Essence, however, and so when the Abyssal&#039;s zombies attack him, he uses neither Heavenly Guardian Defence nor Solar Counterattack, but allows them to hit him, trusting in his armour , and activating Essence Gathering Temper to regain precious Essence from their blows. He is slightly wounded, but gains lots of motes! On his initiative, he MUST use Iron Whirlwind, and does so, butchering the zombies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pay to Play===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;OK, so how do I figure out what a combo costs to use?&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes combo costs are listed in confusing fashion. Don&#039;t be confused!&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what a combo costs to use: 1 willpower. That&#039;s it. You pay your WP, and the combo is activated for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
After that, each activation of a charm in the combo costs what it normally would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;When can I activate my combo? When should I?&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can activate a combo the first time you use a charm in a turn. For instance, if you&#039;re attacked before your initiative, and you have a combo with a defence charm, like Dipping Swallow Defence, you can activate the combo then, and use Dipping Swallow Defence, even if your combo also has many other charms in it. You would then use the other charms later in the turn when your initiative came around. You should probably describe the signature in your stunts throughout the turn. Shouting the name of the charm is strictly optional.&lt;br /&gt;
&lt;br /&gt;
Note, however, if you&#039;ve already used a Charm that turn, you can&#039;t later activate a combo, even if the combo includes the charm you used. So if you used Dipping Swallow Defence to defend yourself early in the turn, you can&#039;t activate a combo containing Dipping Swallow Defence on your initiative to get access to other charms. You missed your chance, silly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Help! I killed the Abyssal half way through my combo, but the rules say I still need to use the rest of my Extra Actions for the Simple Charm in the combo!&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s right! You&#039;ll just have to attack rocks and trees and the rest of the scenery.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no explicit rules for it, but your ST might be nice enough to rule that you don&#039;t need to take extra attacks if there&#039;s no sensible reason to do so.&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally considered bad form to attack your friends or their followers just so you don&#039;t &amp;quot;waste the combo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Can I combo charms from different Martial Arts styles together?&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, that&#039;s one of the best parts of being a Martial Artist! Be careful, though - comboing charms doesn&#039;t ease weapon restrictions, so you while you CAN combo Armour Penetrating Fang Strike (Snake Style) and Spine-Shattering Bite (Tiger Style), you wouldn&#039;t be able to use the combo with Tiger Claws - you&#039;d have to go bare-handed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Don&#039;t some charms break these rules?&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes they do! Examples include Leaping Tiger Attack and Ghost Eating Blow. Those charms explicitly state how they break these rules, however, so don&#039;t worry about it unless you&#039;re using those charms, and then simply follow the rules in their text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My crazy friend told me you can&#039;t take multiple actions (&amp;quot;split your dice pool&amp;quot;) while you use a combo - is he crazy?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He sure is! Actually a lot of people get this idea due to an errant example in the core book. The fact of the matter is, using a combo doesn&#039;t stop you from taking multiple actions - CHARMS stop you from doing that, in particular Simple and Extra Action charms. And as we know, if you use a combo with those charms in it, you must use them, and hence can&#039;t take multiple actions.&lt;br /&gt;
&lt;br /&gt;
You can, however, take multiple actions normally and use a combo with only Reflexive and/or Supplemental charms. Yay!&lt;br /&gt;
&lt;br /&gt;
Of course, this means you can&#039;t take multiple actions, or abort to a defence, or use your action in any other way, and then activate a combo with an Extra Action or Simple charm in it. If you use such a combo, you MUST reserve your action for those charms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What else should I know?===&lt;br /&gt;
*You can only activate one combo per turn&lt;br /&gt;
*Even without a combo, you can use a charm as many times as is appropriate in a turn - &amp;quot;One charm per turn&amp;quot; means &amp;quot;You can&#039;t use Excellent Strike and Dipping Swallow Defence&amp;quot; not &amp;quot;You can&#039;t use Dipping Swallow Defence five times&amp;quot;.&lt;br /&gt;
*Lunars, Fair Folk, Alchemicals and some others have their own combo rules - check their books to be sure when you&#039;re making combos for such a character!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the corebook example with Swan says...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::hits Swan with fan &amp;quot;Stupid Swan, confusing those people! Baka!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Please ignore that example. It&#039;s quite wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Original Author:  Kasumi on RPG.net&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Setting_Difficulties_in_Exalted&amp;diff=10402</id>
		<title>Setting Difficulties in Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Setting_Difficulties_in_Exalted&amp;diff=10402"/>
		<updated>2005-06-29T00:17:29Z</updated>

		<summary type="html">&lt;p&gt;Neverway: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Setting Difficulties and Extended Actions&#039;&#039;&#039;&lt;br /&gt;
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The Exalted rule book, particularly the Drama chapter, is in fact full of simple, clear rules for dealing with a variety of situations. What those rules generally don&#039;t do, however, is provide concrete or example difficulties for the dice rolls involved, just guidance. Rather than discuss each of those rules and suggest difficulties, we&#039;re going to discuss assigning difficulties in general.&lt;br /&gt;
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The corebook lays out a five-tier difficulty scale:&lt;br /&gt;
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#Standard&lt;br /&gt;
#Difficult&lt;br /&gt;
#Challenging&lt;br /&gt;
#Nearly Impossible&lt;br /&gt;
#Legendary&lt;br /&gt;
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1 and 5 are pretty obvious - most actions will be difficulty 1, whereas there&#039;s a simple test for difficulty 5 - &amp;quot;If he pulls this off, can I see legends springing up about the tale?&amp;quot;. Where you, as ST, slot 2-4 between them is down to the tone of your game, but do your best to be consistent.&lt;br /&gt;
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Of course, Exalted characters routinely start out with pools of 10 or more dice, and thus can often average five successes. This is appropriate - Exalted is a game, at its heart, about people who do legendary things all the time (probably one of the reasons why the world is so huge - so there&#039;s always somewhere where the locals will be floored by your everyday antics . Unless you&#039;re seeking to divert from the normal tone of Exalted, you should resist pushing difficulties to more than 5 for all but the most ridiculously extreme stuff.&lt;br /&gt;
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You do have two options available for you to get past the diff 5 barrier, however:&lt;br /&gt;
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#Make the extra successes over the difficulty important and have concrete effects. This isn&#039;t to say treat extra successes as an additional source of difficulty - &amp;quot;Leaping the chasm is only Diff 5, but you&#039;ll need an extra success to avoid each of the three First Age invisible barriers&amp;quot; is really difficulty 8. But making each extra success concrete (for example: &amp;quot;OK, you rolled 9 successes on the Diff 5 roll to charm the ice-queen - you&#039;ve also impressed 4 of her advisors, who will approve of your dalliance with her&amp;quot;) clearly differentiates a 6 success amazing roll from a jaw-dropping 18 success Solar effort - and will hopefully encourage the players to start gunning for the extra successes, thus proactively chasing greater challenges without you forcing them into frustrating binary &amp;quot;make 9 successes or fail!&amp;quot; situations.&lt;br /&gt;
#Would the action be appropriately rendered as an extended action? Success or failure might not be at stake, but time can be a huge deal. This can also provide great differentiation between a Heroic Mortal and an Exalted trying the same task - a Heroic Mortal might take an hour of careful investigation to find all the clues at the crime scene, while the Solar with Ten Magistrate Eyes might do it in an eyeblink. You can make the time intervals linear (every fifteen minutes a new roll, for instance), or use another method (halve the time between intervals for each extra success over the difficulty on each roll). Try to resist the temptation to greatly inflate the number of successes needed (more than about 5-10) - you should where possible leave the door open for an exceptional success to do a normally painstaking task in an instant. This is a great option for social tasks in particular.&lt;br /&gt;
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Original Author:  Kasumi on RPG.net&lt;br /&gt;
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[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2831</id>
		<title>Exalted Martial Arts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exalted_Martial_Arts&amp;diff=2831"/>
		<updated>2005-06-29T00:16:13Z</updated>

		<summary type="html">&lt;p&gt;Neverway: /* Siderial Martial Arts */&lt;/p&gt;
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&lt;div&gt;==Martial arts in Exalted==&lt;br /&gt;
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Martial arts occupy a somewhat unique position in Exalted, they are the only completely universal charms in the game. Sorcery is similar, but the Raksha (Fair Folk) are unable to learn it preventing it from being truly universal. This means that martial arts mean something different to each different type of Hero (our term for those important enough to have a name and stat line, be they player characters or NPC’s). This also means that Martial arts must complement rather than replace the basic charms of the Heroes.&lt;br /&gt;
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These factors mean picking your martial art can be an important stage of the character creation process, since its abilities when compared to the native abilities of the Hero you are using will affect the charm and stat choices you need to make.&lt;br /&gt;
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This guide is intended to provide a breakdown on each of the martial arts currently presented in Exalted, giving an overview of the style as a whole, a brief look at each of the charms, and some nasty tricks the style can pull in a game, as well as brief advice on running a martial artist PC.&lt;br /&gt;
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==Gateway charms==&lt;br /&gt;
Gateway charms are the charms which allow Terrestrial Exalted, Heroic Ghosts and Raksha to learn Celestial martial arts. That doesn’t mean they are limited to those Hero types, rather; they can be taken by any Exalt type, as well as Raksha and Ghosts. There are three sets of gateway charms available to characters; the Immaculate Order Spirit Mastery, the Iris Bulb Understanding of Secular and Profane Brokerage, and Tiger and Bear initiation.&lt;br /&gt;
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The Immaculate charms and the Iris bulb initiation have similar mechanics, with the Iris Bulb being a less refined version of the Spirit Mastery charms. As such, they are moderately less powerful, but more flavourful for non immaculates. The initial charm of each allows the user to perceive immaterial spirits (although the Iris bulb initiation charm only allows the perception of an outline filled with irises). The second charm allows interaction (usually the administering of a sound beating) with immaterial beings, a very useful ability to the god bullying immaculate monks. These abilities are relatively useful to the Terrestrial Exalted and Raksha, who do not have easy methods of detecting or interacting with immaterial beings without some kind of artefact or other prop (a mirror for Dragonblooded, for example). Celestial Exalted generally have their own spirit perception charms, which are generally at least as good as the initiation charms. They also do not need to learn the initiation charms, meaning the Immaculate initiation is somewhat useless to them (unless they wish to totally specialise in Martial Arts, as spirit interaction charms are usually Occult charms).&lt;br /&gt;
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The Tiger and Bear Initiation charms are very different in focus from the spirit manipulation charms of the other initiations. Where the spirit manipulation initiations focus on expanding your perceptions into the immaterial as a method of enlightening your essence, the Tiger and Bear initiation charms do it by mastering their martial skills: The initial charm, Tiger and Bear awareness, gives immunity to ambush and automatically detects anyone hiding by mundane means nearby. The second charm, Tiger and Bear unity is very much a heightening of the martial skill of the Hero, it grants several automatic successes to a martial arts roll, making it very desirable indeed, especially as it can be comboed normally.&lt;br /&gt;
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Different groups are more likely to learn different initiations: Immaculates and immaculate taught Dragonblooded (they are unlikely to teach anyone else) will certainly learn Spirit Sight and Spirit Walking. Those learning from spirits could conceivably learn all three, but the Iris Bulb understanding is probably the most likely. Those learning from first age troop training devices or possibly war gods are likely to learn Tiger and Bear Initiation.&lt;br /&gt;
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==Terrestrial Martial Arts==&lt;br /&gt;
The terrestrial martial arts are the starting point for the supernatural martial arts, they represent the truly basic techniques that even enlightened mortals can achieve. This does not, however, mean they are useless.&lt;br /&gt;
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===Five Dragons Fight as One Style===&lt;br /&gt;
This style is the ‘default’ terrestrial style. That is, it has very few flashy ‘concept’ charms and a whole load of utility charms. The initial two charms boost attack (Five Dragon Claw)and passive defence (in this case soak, Five Dragon Fortitude), however, the attack charm is somewhat weakened in that it doesn’t do anything if you are armed with a weapon capable of lethal damage. The form charm is a nice, utilitarian form charm, which increases soak (not uncommon) and mobility, as well as breaking strength. The pinnacle charm is a standard extra action charm that might well be found just post form charm in a celestial martial art, with a slightly increased cost. This is clearly much weaker than the celestial equivalent, but not unexpected. Other interesting or standout charms are Five Dragon blocking technique, which grants a persistent defence (sort of, it’s not very good, but it’s still persistent) and Five Dragon Fist, which is a strike for aggravated damage, relatively rare in the Exalted world. Concerning combo potential, the style is quite weak, with a lack of good supplemental charms, and since the users of this tree will most likely be Dragonblooded, comboing reflexive defences from it is unnecessary. The form weapons are both very good for this style, however. Swords and spears are in form for this style, so daiklaives and dire lances are appropriate form weapons (conceivably including grand daiklaives). Furthermore, the style is compatible with armour Overall, the style is quite useful for terrestrial level Heroes, giving a decent mixture of offensive and defensive capabilities, and an excellent form weapon. Naturally, the style shines in the hands of the Dragonblooded, where the free reflexive charm capabilities they possess allow greater flexibility. It is also conceivable that a Sidereal Exalt who has mastered Violet Bier of Sorrows style would choose this style, as it also works with daiklaives. &lt;br /&gt;
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===Crimson Pentacle Blade===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
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===Jade Mountain===&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
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==Celestial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
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==Siderial Martial Arts==&lt;br /&gt;
&#039;&#039;nothing yet&#039;&#039;&lt;br /&gt;
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See also [[Martial Arts]]&lt;br /&gt;
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Original author: Ubermonkey on RPG.net&lt;br /&gt;
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[[Category:Exalted]]&lt;/div&gt;</summary>
		<author><name>Neverway</name></author>
	</entry>
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