recursal/Fanatic-Fandom huggingface dataset:
Fredbear

* Five Nights to Remember
* One Night to Remember
* Five Nights to Remember (Remake)

* Overview
* Gallery
* Trivia

**Fredbear** is the main antagonist in *Five Nights To Remember*.

## ***Appearance***

Fredbear appears similar to Golden Freddy from the *Five Nights to Freddy's*. Series. He is a golden yellow bear animatronic with a black Top hat, bow tie, and microphone. In One Night to Remember, his hat and bow tie are purple, using his appearance in *Five Nights to Freddy's 4*.

## ***Behavior***

Fredbear pattern is at the Show Stage, Dining Area, Back Stage, Basement Entrance, the Television Room before entering the vent, leading straight to the Office.

Fredbear attacks faster than SpringBonnie, having less time before he attacks. The upside is that FredBear is very slow, and it is likely his less dangerous partner, SpringBonnie, will reach you before FredBear does.

## Gameplay

Fredbear alongside SpringBonnie in the Show Stage.Fredbear in the Show Stage, after SpringBonnie has left.Fredbear in the Dining Area.Ditto.Fredbear with SpringBonnie in the Dining Area.Fredbear in the Backstage.Ditto.Fredbear in the Television Room.Ditto.Fredbear in the vent of the office.Fredbear's jumpscare.
### Beta

Fredbear and SpringBonnie in the Stage.Fredbear alone in Stage.Fredbear in the vent of the office.
### **Promotional Content**

Fredbear and SpringBonnie in the Gamejolt banner.

## ***Trivia***

* Fredbear was supposed to speak while active.
* While in the vent blind spot, Fredbear's ears appear to clip through the vent.

* Overview
* Gallery

TBA

## Gallery

### Gameplay

TBA

* Overview
* Gallery
* Trivia

## Fredbear

### Starts in

TBA

**Fredbear** is the main antagonist in *Five Nights To Remember Remake*.

## ***Appearance***

Fredbear takes a appearence near identical to Golden Freddy, he is a yellow animatronic bear, with a blue hat and bowtie, two buttons on his chest and blue eyes.

## ***Gallery***

### **Gameplay**

Fredbear alongside SpringBonnie in the Show Stage.
### **Promotional Content**

Fredbear and SpringBonnie in the Gamejolt banner.
### **Beta**

A teaser, with Fredbear's old model.A near-finished image of Fredbear.A wip of Fredbear's new model.Fredbear's endo being worked on, note how he has yellow eyes.

### **Miscellaneous**

A possible excerpt from the videotape.Render of the Fredbear jumpscare.

## ***Trivia***

* While his model was being worked on, Fredbear had yellow eyes.
Himitsu Seer School

The Himitsu shugenja have always been a little too inquisitive for anyone's good, least of all their own. While they are as conscious of the requirements of good behavior as any of their status, they always seem to have that itch to know what is on the far side of a closed door...

And sometimes, Fate itself seems to conspire to have them end up there.

## School Package

* +1 Intelligence
* **Investigation** as a Favored ability, with a 1-dot specialty in *Research*.
* +1 Occult, Stealth, Awareness, and Integrity
* Honor: 2.5
* Gear: Plain robes, scroll satchel, notebook and writing utensils.

Affinity
Air
Deficiency
Earth
## Techniques

Whiskers and Tail
If a Seer would ever be denied the chance to spot something through Perception, their player may spend a Void point to have the Seer become aware of the hidden thing. Note that this does not trigger through a simple *failure* of a Perception check, the Seer must be denied the chance to roll at all (common examples would be invisible things or spirits). The Seer does not know *where* the hidden thing is or anything about it, they simply know that such a thing is nearby.
They also add their School Rank to all Perception rolls, and receive a Free Raise on any spells with the *Divination* keyword.
As well, at any given point a GM may ask a Seer to roll (Wits + Occult + Insight Rank), with a difficulty secretly defined by the GM. Success indicates that they will find their way into a position to directly participate in momentous events... somehow.
Night 1

night 1 is the 1st night.

in this night, only themain two, along with HIM are active. it is reccomended to check the camera alot to get used to the mechanics. if an animatronic is off stage, flick the leverto play a sound, luring them back to the stage. the lights in the hall and vent are used by hovering the mouse over them. in one of the cams, a button appears. press it to play the music from the music box. when it is not playing, it will go down. it cannot go back up. if it runs out, HIM will get the player.
Uso Theater School

The philosophy of the Leaden Eel Clan includes the examination and deconstruction of accepted norms; the most basic construction that can be taken apart is the conceit of the self. The Uso family has taken this study to a higher form, taking their transformative practices and producing them for an audience. While there are many styles of theater in Kuniumi, the Uso Stage of 1000 Faces is perhaps the most famous. The inner workings of the stage training involve dance, acting, and musical performance - but through the trappings of the theater and its skillset, the actors of the Uso School unveil further mysteries.

## School Package

* +1 Something (Wits?)
* **Performance** as a Favored ability, with a 1-dot specialty in *Disguise*.
* +1 Occult, Stealth, Performance, and Something
* Honor: wat
* Gear: Variety of costume clothes, make-up, masks, scroll satchel, musical instrument, notebook and writing utensils.

Affinity
Water
Deficiency
Heart
## Techniques

Slippery Mind
Uso Oracles are notoriously difficult to... confuse? read? surprise? fool? Defense against mental attacks, because they're already "open" to infinite possibilities? Dunno!
One Night To Remember

*Are you looking for Five Nights To Remember (remake)?*
* Overview
* Gallery
* Trivia

**One Night To Remember**, (also known as **ONTR** for short) was meant to be a *Five Nights at Freddy's* fangame, a point and click horror game. The was the sequel to Five Nights To Remember and then was followed by The Diner after cancellation.

## ***Summary***

From 12 to 8 AM, you must monitor the building like you have done for the past few months. However, after a recent birthday party, the animatronics haven't been acting the same. Don't you worry though, as the company has hooked up a few PA switches in your office in order for you to use various sounds to lead the animatronics away. In a pinch? Shut your eyes and sit still, it will all be okay. Also, there have been 2 animatronics to make up for the removal of some others. These are special "interactive" animatronics, and the PA systems wont quite work for them. But don't worry, we have something else that is sure to work!

## **Appearances**

### **Animatronics**

* Fredbear
* SpringBonnie
* Stan
* Ben
* Withered FredBear
* ???
* HIM

### **Nightmares**

* Plushtrap
* Nightmare

## ***Trivia***

* As said by Tia, there are a few secrets in the game that give hints to future projects and games.
* Due to many errors, the limit on Clickteam, and various other reasons, the game is unfinished, and may possibly remain that way.
* The main Animatronic scream in-game is a modified audio clip of Tia screaming.
	+ According to Tia, she screamed loud enough to make her own ears bleed, and that part of the scream is cut off.
		- The other scream, used by the Minigame animatronics, and by ???, Is a modified version of the FNAF2 scream.
Radiance

* Overview
* Gallery

## Radiance Team

**Radiance** is a multimedia production group, mostly comprised of game developers. They have made titles such as *Five Nights To Remember Remake* and many other projects.

Radiance started as Unicom Games in 2016 with 3 initial members. Nocturnum, Lillian and Peyton. They were approached to join the now defunct "Dark Secrets Games" to which they accepted. To go along with the theme of "light", Peyton came up with the name "Radiance" and it stuck. Radiance is now a standalone team after Dark Secrets went under somewhere in early 2017.

In 2022, Radiance began developing an old **SubwooferX3** game, *Five Nights To Remember*.

## Games

* Red Oddities (Deleted)
* Green Oddities
* Blue Oddities
* Five Nights at Treasure Island
* Five Nights at Treasure Island: Anniversary Edition
* Oblitus Casa
* Five Nights at Chuck E. Cheese's: Rebooted
* Five Nights at Thomas's: Dehydrated
* Five Nights to Remember (Remake)
* POLYBIUS
* Running
* Delusions (?)
* Original Sonic horror game (Later changed to Analog Series, in progress).

## Accounts

* Radiance's Gamejolt Account
* Radiance's Twitter Account
* Radiance's Youtube Account
* Radiance's Devianart Account
* Radiance's Instagram Account
* Radiance's Discord Server

## ***Gallery***

Current logo.Ditto.Meet the Radiants 2022, illustrated by Jacob Neild.

## ***References***

1. ↑ https://abandonedbygod.fandom.com/wiki/Five\_Nights\_at\_Treasure\_Island
2. ↑ https://abandonedbygod.fandom.com/wiki/Oblitus\_Casa
Himitsu Yojimbo School

Originally, this was not a school at all, merely a set of harried samurai chasing after overly inquisitive shugenja which they had been charged to protect. Over time, however, certain effective techniques emerged and were passed down from veterans to new recruits.

Just don't call them "Cat Herders" within earshot.

## School Package

* +1 Wits
* **Melee** as a Favored ability, with a 1-dot specialty in *Parrying*.
* +1 Resistance, Awareness, Integrity, and Stealth
* Honor: 3.5
* Gear: Light armor, either a one-handed sword or a polearm, traveling pack.

## Techniques

(Rank 1) Herding Cats
Once a Yojimbo of this school has seen a person, they receive a bonus equal to their School Rank to find them again in any circumstance. More often than not among the Himitsu, this is utilized to keep track of their wandering charges. This bonus is lost if the target remains out of the Yojimbo's sight for a full day.
(Rank 2) Swat the Hand
If Defending Another, the Yojimbo may reflexively attempt to disarm an opponent they have just parried an attack from, resolved in the Counterattack stage.
(Rank 3) Dangling String
The Yojimbo takes on a stance with several glaring gaps in their guard. Taking this stance is the only action the Yojimbo may take for the round. Until their next turn, anyone attacking the Yojimbo in this stance is subject to an "interrupt attack" from the Yojimbo, which resolves before the triggering attack and cannot be defended against without aborting the triggering attack. However, the Yojimbo cannot parry the triggering attack and their Dodge DV is reduced as normal by their own attack. This technique obviously cannot be used against ranged attacks.
(Rank 4) Hunter's Pounce
If a target is unaware of the Yojimbo's presence, the Yojimbo may automatically inflict knockdown upon the target with no roll to resist (they must still successfully strike the target with an attack, however). The Yojimbo has the option of initiating a grapple with the downed target, as well (this is rolled and resisted as normal).
(Rank 5) Paws Under the Door
The Yojimbo receives bonus successes equal to their School rank on any Awareness check to detect opponents on the far side of any obstacle (generally the other side of a closed door).
StellaWisps

**StellaWisps**, Formerly known as **SubwooferX3**, is a member of Radiance.

She joined the Five Nights at Freddy's fangame community by the games such as *Five Nights To Remember*, *One Night To Remember*, The Diner and most notably, *Five Nights To Remember Remake*.

## Accounts

* StellaWisps's Wikia profile
* StellaWisps's Gamejolt Account
* StellaWisps's Youtube channel
* StellaWisps's Twitter Account
* StellaWisps's Devianart Account
Borei Reaper School

The Reaper "school" is not acknowledged as such by most, and asking any sensei at a more reputable dojo about them will most likely earn a scornful sneer, at best. Still, there is no denying the fact that those that study the sword within this school are skilled in its use, even if they often choose to employ it for less savory reasons.

## School Package

* +1 Dexterity
* **Melee** is a Favored Ability, with a Specialty in *One-handed Swords*.
* +1 Occult, Presence, Dodge, and Stealth
* Honor: 1.5
* Gear: Sturdy Clothing, Traveling Pack, Slashing Sword, Buff Jacket

## Techniques

(Rank 1) The Black Road
The first lesson imparted to a Reaper is how to listen for the whispers of the Dead. They are able to add their School Rank to any roll made to communicate with ghosts, death spirits, or similar entities.
(Rank 2) Cutting the Thread
Focusing intensely, a Reaper may make a single cut of uncanny precision. By spending a Void Point, they are able to completely bypass any soak granted from armor on a single attack (note that soak granted from Charms is usually ephemeral in nature and thus not affected by this technique, GM discretion). Of particular note is that this technique can be used to strike ephemeral beings such as ghosts (it conveys no bonuses to *detecting* them, however).
(Rank 3) Mist and Shadows
Sometimes it is not as useful to fight an opponent as it is to elude him. The Reaper's School Rank is automatically added to any Stealth roll they make, including attempts to reestablish surprise in combat.
(Rank 4) The Iron Lotus Unfurls
The Reaper seems almost to move in multiple directions at once, so quickly does his blade sing out. By spending a Void Point, they may have a single attack affect multiple targets by making a Raise for each such target after the first. Roll once for the attack and apply successes against each target's Defense DV as appropriate, then roll damage individually.
(Rank 5) Ravening Mouth of Night
Simply standing near a master of the Reaper style is enough to shake the resolve of lesser men. They may perform a (Charisma + Presence) roll to intimidate all targets that are aware of their presence, with appropriate Specialties applying to the roll as normal, and also adding their School Rank. Any targets affected by this roll suffer -2 DV against the Reaper.
Lock-Opening Touch

Mortal thieves must struggle with lockpicks
and thieves’ tools. The Exalted may use Essence. This Charm enhances a miscellaneous action to pick a lock.
It makes success automatic even if the character has no tools
(though such use makes the Charm Obvious). If this effect is
opposed by another Charm or magical effect, add the character’s
Essence in automatic successes to the (Dexterity + Larceny)
roll to oppose the rival magic.

Source
*Exalted*, p. 229
Ravening Mouth

Touched by the endless hunger of Oblivion, Abyssal
Exalted can learn to extend their animas through their mastery
of a particular Ability, drinking Essence from the suffering
they inflict. Whenever the deathknight takes an action or
activates a Charm using the chosen Ability, he regains one
mote for every level of damage the action or Charm inflicts
to sentient beings as if he had bitten the victims directly. If
multiple **Ravening Mouth of (Ability)** Charms could apply
in a situation, the Abyssal may use only one. Indirect damage
to that target also awards motes, such as health levels
paid as part of the costs of defensive Charms.

Ravening Mouth Charms exist for:

* Archery
* Martial Arts
* Melee
* Thrown

Abyssals cannot use this Charm to feed through
the effects of spells.

Note that ongoing damage after the initial action or
Charm (such as from poison) do not award further motes.
In addition, the Abyssal can never gain more than 20 motes
during a single one of her actions from any combination of
Charms including Ravening Mouth of (Ability).

Source
*Manual of Exalted Power: Abyssals* p. 122
Wiki Wishlist

Things that need getting done, or things we'd like to have added.

## Pre-Launch, High Priority

* Crossover Rules
	+ ~~Void (everything it can do needs to be added)~~
	+ ~~L5R Shugenja *(write a page explaining what a shugenja is and does)*~~
		- ~~Mechanics~~
		- ~~Spells/Kiho - Will be done on an as-needed basis, because this is daunting.~~ Initial setup and examples in place.
	+ ~~L5R Duels~~
		- ~~Mechanics~~
	+ ~~L5R Glory, Status, Honor~~
		- ~~Mechanics Needs to be reviewed for setting-meshing.~~
		- ~~Setting (i.e. Honor and how being dishonored is a Bad Thing.)~~
	+ ~~Some Generic Schools -- These can be of the Jade Tortoise Clan.~~
		- ~~Bushi, Shugendo, Courtier, etc.~~
	+ ~~Backgrounds~~
		- ~~Domain/Clan management (Exalted splat as guide).~~
* ~~Character Generation~~
	+ ~~Get the pages created.~~
	+ ~~Get all the terms updated.~~

## Pre-Launch, Medium Priority

* ~~Character Advancement -- Determine how this is going to work. (James' system?)~~
* ~~Homebrew Content -- Keep this up to date so we don't forget as we go.~~
* Splat
	+ ~~Link to/create pages for various personalities, location, especially for the myth section.~~
	+ ~~Fill out realms some.~~
	+ ~~On Kami section needs filling.~~
	+ ~~Kuniumi~~ **Will add to as time allows.**
	+ ~~Map location pages.~~
	+ Jade Tortoise Clan
		- ~~Clan pages cleaned up and family writeups prettified.~~
		- Splat expanded upon.
		- ~~Schools created; these will be the generic schools.~~

## Pre-Launch, Low Priority

* ~~@tel Locations -- No need to do this until the grid is functional.~~
	+ ~~Make the grid.~~
* Connecting -- No need to do this until the game is public.
* ~~How to Apply -- No need to do this until the game is public.~~
* Give some ONS examples on the Running Plots page.
* ~~Balance Issues -- This will be done last after details are hammered out.~~
* ~~Combat Primer -- Can pull straight from Exalted's book in shorthand.~~
* Feats -- as Combat Primer.
* ~~Idle Policy (use DF's)~~
* ~~MUX Rules (should be the same as DF's largely)~~
* ~~Posing Conventions (use DF's)~~
* ~~Running Plots (use DF's)~~
* ~~Global Commands (use DF's)~~
* List initial roleplay hooks in some manner.
* Discuss difference in play between kashin and Exalted.
* ~~Make an equipment list, re: starting equipment packages in schools.~~

## Post-Launch

* Make sure character categories/listings are functioning correctly.
Idle Policy

The following includes our policy on idling.

## Idledest

The Wizzen reserve the right to @dest (destroy) a character after 30 days of idle time if they have not been previously notified of a vacation or hiatus. The approximate period of time for said vacation or hiatus should be worked out with your application wizard or sphere wizard.

In practice, we're usually very lenient with idle times, but for the sake of making clear policy, we will stand by the above in the case of concern or disagreement.

## Idling On the Grid

Don't do it. If you're not using an IC space, please remove yourself to a private room or the OOC lounge so that space remains open to other players.
Reflex Sidestep Technique

The heroes of the dawn are in tune with the Essence of
the world. The Exalt invokes this Charm in response to an
unexpected attack. The attack is no longer unexpected (but
if an appropriate Charm, it remains unblockable). This allows
the character to use his Dodge DV and Charms such as Seven Shadow Evasion against the attack.

Source
*Exalted: Second Edition* p. 227
Status

Kuniumi is a feudal society, and Status is the measure of an individual's role and influence within that society. Those with higher Status generally command more resources, authority, and wealth, while those with low Status have little authority over anything, perhaps even their own lives. Status is a largely static attribute that changes infrequently. Generally speaking, the only way for a character to increase their Status is to gain appointments or promotions from someone who is higher ranking in the hierarchy of their family, Clan, or the Imperial bureaucracy.

## Gaining & Losing Status

Status may only be gained by the formal promotion of a samurai by his lord or another higher-ranking individual. This is traditionally done in recognition of glorious service, although political appointments are also a source for such things. Losing Status is less common, and is done by the same sort of individuals, but as punishment for some sort of failure, typically a failure of duty. There is little that can be done in such cases, although in the instance of an unfair demotion, a samurai can conceivably protest his demotion to a figure of greater authority who holds influence over the individual who performed the demotion in the first place. If a demotion is found to be unjust, it results in a restoration of the wronged party's Status and a loss of Honor for the individual who performed the unjust act in the first place. However, an inappropriate protest typically results in even more severe punishment for the protesting samurai.
Oni no Shiga

A bizarre beast, it is believed that only one such creature exists within Kuniumi.

## Behavior

While fearsome to look at, all documented confrontations with the Oni no Shiga have involved it staying at range from its intended prey instead of rushing them as its appearance might suggest. Instead, it screams at them, a relentless torrent of verbal abuse where half-understood words smear together into a cacophonous torrent of noise, causing madness and eventual death in those that hear it.

## Last Sighting

The Oni no Shiga was last sighted roaming the wilderness to the southwest of Amatsu-Kyo.
Glory

Glory is a measure of an individual's fame throughout the Empire as a result of personal accomplishments. Unlike Honor and Status, Glory is a very fluid attribute and can vary wildly from the results of a single duel, skirmish, or battle. Individuals who participate in frequent sensational events, such as military officers or duelists, are more prone to having a high Glory, while mild-mannered or unobtrusive individuals, such as scholars or scribes, are far less likely to be recognized. Surprisingly, socially high-ranking individuals such as the Emperor or the daimyo of the Imperial families have a relatively low Glory, because they are so unlikely to be recognized when outside of the trappings of their positions and unaccompanied by their retinue. There are few in the Empire, after all, who would recognize the Emperor if he were traveling in simple clothes without his legion of bodyguards and attendants.

Glory is a measure of fame, not prestige, and those who have lower Glory than a samurai are in no way obligated to obey him. They are expected to show him the proper respect for one of his reputation, however, and failure to do so can result in a legitimate reason for a duel or other unpleasant outcomes.

## Gaining Glory

Gaining and losing Glory can be done in a variety of ways, all based upon a samurai's actions and what ramifications his actions have on his reputation in the Empire at large. Glory gains and losses are largely out of an individual's control, as Glory grows or diminishes as a result of others speaking of their exploits. Much as with Honor, it is the decision of the GM whether Glory changes should be "automatic" or not.

## Glory Ranks

### Infamy

Characters who gain Glory for committing criminal or dishonorable acts may instead be given Infamy, which is similar to Glory in all respects save that it inspires fear and revulsion rather than awe or respect. It is gained in exactly the same manner, but for heinous and fearsome acts, typically those that would normally cause a loss of Honor. Individuals with Infamy can be recognized in the same manner as those with Glory, but the response of those who recognize them is vastly different. If a character has both Glory and Infamy, the total Ranks should be combined to determine the likelihood that the character is recognized.

Infamy Points and Ranks can most easily be attained by taking the Infamous Disadvantage, or through actions during play at the GM’s discretion.

Infamy Ranks
 Dark Lord of the Youkai | 10
Essence-Draining Touch

Keywords
Mirror (Essence-Lending Method), Obvious, Touch
The Abyssal devours motes with a touch. This Charm
reverses its Solar Mirror, transferring motes from the target
to the deathknight. The target must be willing, unconscious
or otherwise not resisting—if only from fear.

Source
*Manual of Exalted Power:Abyssals* p. 156
Kashin

Strictly speaking, a Kashin (家臣) is a vassal or retainer to a "daimyo" (little "d"), a Japanese feudal lord who ruled vast hereditary land holdings from approximately 1337-1868, and were subordinate only to the shogun.

In **Sakura no Aware**, Kashin usually follow the same pattern, and are vassals or retainers to Daimyo (big "d"). It's possible for a Kashin to become a daimyo (again, little "d") in their own right, after a great deal of work and effort (indeed, all daimyo in the recent past were human and of a Kashin power-level), but in the current environment of Ōmijin and Exaltations, this is an increasingly rare event.

Thus, for all intents and purposes, Kashin are normal Samurai, Shugenja, Courtiers, Artisans, and so on, and account for the vast majority of the Empire's population (that aren't commoners). Kashin are normally attached to Minor or Great Clans, and are usually nobility in their own right (we're making a clear separation between Kashin and commoners here; it is exceptionally rare for a commoner to become elevated to the rank of a Kashin). Kashin who are not attached to a clan are either Rōnin (that is, one who lacks a master, and thus lacks prestige), or a monk attached to a particular temple or spiritual school.

Being normal humans aside from any prestige or power their families or clans may bring them, Kashin are thus subject to Izanami's Great Curse and live relatively normal lives (as opposed to Daimyo) and normal life spans (short of supernatural interference). Thus, Kashin characters affect the world in more subtle and less direct ways than their Daimyo counterparts, and are much more immediately (and often, adversely) affected by the (poor) choices of their Daimyo leaders.

While Kashin characters are less immediately powerful, they negotiate the world of Kuniumi at the ground level rather than being at the height of the hierarchy, and have a completely different, more gritty experience than Daimyo characters. There will also always be more Kashin than Daimyo, so the concerns of daily life become a much more interesting affair with these characters, in a general sense (especially where politicking is concerned).

## Kashin Hooks

* Daughter / Son / Brother / Sister to a Daimyo
* A particular member of a clan's Military Holding
* Lobbying at the Imperial Court in Amatsu-Kyo as a courtier for the benefit of one's clan
* A monk of an established temple such as Sentou Taisha or Toutoichi Jinjya
* Looking for a clan, be it as a Ronin, the leader of a family, etc.
Peony Blossom Attack

Keywords
Obvious
The Lawgiver moves as smoothly and rapidly as ice on hot
metal, his weapon flashing in a dazzling golden arc to strike all
those around him. The Solar makes a standard Melee attack
at his full dice pool, and applies it to all enemies within three
yards; each target resolves defense and damage separately.

Source
*Scroll of Errata* p. 22
Borei Ghost Talkers

Magic as the learned shugenja of Kuniumi understand it involves petitioning the kami of the elements, every "spell" more a prayer than a formula.

The Ghost Talkers have subverted this ideal, bypassing the respectful prayers and careful procedures with simple, disgusting brute force. They do not ask the kami, they demand, and they *force.* They twist the rules of nature to achieve the result they want, without thought for how it distorts the proper balance of things. Luckily, there are very few of these insane blood-sorcerers, these *maho-tsukai* loose in the world.

## School Package

* +1 Perception
* **Occult** as a Favored ability, with a 1-dot specialty in *Ghosts*.
* +1 Integrity, Lore, Medicine, and Survival
* Honor: 0.5
* Gear: Threadbare robes, staff, bells, collection of odd "spell components"

Affinity
Earth
Deficiency
Wood
## Technique

The Walk Towards Yomi
The Ghost Talkers are less a proper school and more a collection of half-mad shamans that have gathered together to pool their knowledge on the forbidden arts of the dead. As such they do not cast spells from scrolls as do normal shugenja, but instead perform a sort of 'hedge magic' involving materials that range from the mundane to the abhorrent. While they have a spell repertoire like any other shugenja, a Ghost Talker may cast any spell they do not know by doubling the time needed to cast it (they still need to succeed on the Spellcasting roll as normal).
As well, a Ghost Talker may reduce the time needed to cast a spell by one round by dealing one level of Lethal damage to a sentient creature (themselves included). This practice of blood-magic may be stacked (i.e. reducing casting time by two round for 2L) and can be used in conjunction with their hedge magic. However, the casting time for any spell cannot be reduced to less than one round. Needless to say, blood-magic (also known as *maho*) is considered a highly dishonorable act.
As well, any use of maho causes an accumulation of Fuhai within the user (and sometimes the victim). Any time blood is used to power a spell, the maho-tsukai gains a number of points of Death Taint equal to one less than the spell's rank (minimum 1). This accumulation of Taint occurs regardless of whether the Spellcasting roll succeeds, as does the loss of blood.
Tampering Detection Technique

A character using this Charm can instantly tell if any object
has been tampered with and how the tampering was done. This
includes both successful and unsuccessful attempts to pick a lock,
open a safe, search a desk, forge a signature or alter a document.
Only a single object can be studied at once per use of the Charm,
but every change made within the past year is revealed. The Charm
does not reveal who made the changes or why, and it gives only
general information about when the tampering occurred.

Source
*Manual of Exalted Power: Dragon-Blooded* p. 165
Sakkaku

**Glory:** ?

 **Player:** | 5D6

## History of Sakkaku

If the politician-philosophers of the Leaden Eel Clan are to be believed, Sakkaku has *always* been. Since the Clan is as obtuse as it is vague, it's best to examine the observable history of the Daimyo of the Leaden Eel from the outside. The first time Sakkaku - or an individual claiming to be the Daimyo of the Leaden Eel - made a public appearance was shortly after the great Tenpenchii. The vaguely male-seeming individual, cloaked head to toe in dark grey garments, walked through the Empire with a cadre of his followers - similarly cloaked - and provided aid and assistance where possible. It was during these moments of aid that the cult spread its message of seeing through reality, and appreciating greater truths. Since that time, the individual claiming to be Sakkaku has appeared in all manner of personages - male and female, cloaked and uncloaked, young and old.

## Describing Sakkaku

Despite the Daimyo's mercurial appearance, the individual is unerringly strange and compelling. There are those who dismiss the Leaden Eel as a farcical bid for recognition by a cabal of lowborns. These same individuals usually change their tone after conversing with a supposed appearance of Sakkaku.

And, for as confounding and infuriatingly slippery as Sakkaku's identity is, the individual is remarkably helpful. There are a dozen stories ranging from the mundane (Sakkaku and the Leaden Eel arriving at a farmer's village to assist with the fall harvest, working as hard as any weathered laborer) to the bewildering (Sakkaku and the Leaden Eel disciples meeting a bloodthirsty tribe of bandits and vanishing them into smoke and moths). He (it?) has appeared in Amatsu-Kyo to act as adviser and sounding board to a variety of dignitaries, and all but the most staunch traditionalists have had admitted that they found the individual's insights useful.
Aranami

Once known as Nami-o, son and champion of Susanoo, it is believed Aranami was a low-level Celestial Kami at first, though as to what he became when Nami-o transformed into Aranami, scholars remain uncertain.

What is known is that when Nami-o was bested by Taiyouko, he insisted that he was the true victor, despite the Celestial Court's agreement to the contrary. Nami-o took his alleged injustice to Izanagi, then the Jade Dragon, and possibly even to the Onyx Dragon, and Izanami herself. When both Izanagi and the Jade Dragon denied him, then-Nami-o manipulated various powers within Kuniumi against now-Empress Taiyouko to aid him in reopening the paths to the dead, where he disappeared. Many of the people who assisted him became "dark clans," exiled from the empire to places unknown; some are even thought to have followed Nami-o to the Underworld before Izanagi sealed the way (again). What happened there is a matter of scholastic speculation. Did Aranami make a pact with Izanami? The Onyx Dragon? Did those clans become Oni? Youkai? Have they since returned? Again, no one knows for certain.

Then, during the Tenpenchii, Nami-o returned from the underworld in a spectacular fashion as an even darker reflection of his former self, and of equal or greater power than even Taiyouko. With him came a legion of Oni and Youkai, which he lead to smash and scatter the Great Clans of that era.

Aranami's final known moments are accounted for on the bridge to heaven during his duel with Taiyouko, where, unable to defeat her outright, he summoned a dark power, a dark shadow, to destroy the bridge and project him into Ame. For more information, see the Creation Myth.
Monastic Orders

All of the Monastic Orders in Kuniumi pay tribute to the concept of Shinnyo as revealed by the Sakura Sutra, and follow it as a means to enlightenment. The author of this sutra is unknown, and is believed to be of divine origin, though many have claimed ownership over the years, and many temples bicker over following the "true" author of the sutra, or its "most true" interpretation. Since the Tenpenchii, however, many such interpretations of the sutra have been lost, and there is a vacuum in established understanding, waiting to be filled by new Orders.

Currently, the temples of Kuniumi subscribe to three main branches:

* **Sento**: Those who elevate the Sentou as a means to understanding the Sakura Sutra's truth.
* **Goto**: Those who elevate one or all of the Five Eternal Pillars as a means to understanding the Sakura Sutra's truth.
* **Houto**: Those who believe Shinnyo can only be attained through the Sakura Sutra itself.
Schools

As each of the various notable families of Kuniumi secured their positions within the world, they inevitably developed a standard method of raising their children. Each of these Schools, while being able to fit into a few broad categories, all espouse different worldviews and focus on different skills as a result.

## Bushi Schools

The warriors of Kuniumi, bushi are fighters, generals, and similar sorts.

* Borei Reaper School
* Himitsu Yojimbo School
* Hinan Bushi School
* Kaihou Scout School
* Kaihou Wildcat School

## Shugenja Schools

The wizard-priests of Kuniumi, shugenja plumb the mysteries of the world.

* Himitsu Seer School
* Borei Ghost Talkers
* Saku Shugenja School
* Momiji Shugenja School

## Courtier Schools

Just as bushi bend the battlefield to their will, so do the courtiers of Kuniumi bring politics and policy (and rarely, commerce) to heel.

* Momiji Courtier School
* Saku Artisan School
* Hinan Magistrate School

## Monastic Temples

While most monks have retreated from worldly concerns, some take their teachings on the road, whether to seek enlightenment or in an attempt to spread it.

All Monks receive the following

* +1 Void
* **Lore** as a Favored ability, with a 1-dot specialty in the temple's religious focus: (*Sento*, *Goto*, or *Houto*, all of which include understanding of Shinnyo and the Sakura Sutra.)
* 3 Kiho
* Glory 1 and Status 0
* Gear: Bo (or pair of jo), coarse and plain Traveling Clothing, and a Scroll Satchel with passages from the Sakura Sutra.

* Temple of the Thousand Stars
* Temple of Eternal Earth
Himitsu

**Glory:** 4.0

## History

It is difficult to say when the Himitsu sisters entered the picture. Oh, not in terms of when they were born, that much is common knowledge among the Mirrored Cat Clan. But there did not seem to be much of note to the pair of twin girls in a family known for not only its twins but for its somewhat odd behavior.

That is, until the Wind took them. Now, as members of the Tsuchi-ko, the Himitsu sisters work to secure their clan's position within the world as best they know how. With soft touches, quiet words, and eyes in all the right places.

## Known Information

Himitsu Chojo and Himitsu Jijo seem to take extra effort to be indistinguishable, and there are rumors that they deliberately confuse the issue over which one is which whenever they get the chance. Whether this is part of some grand scheme or just because they find it amusing is up for debate.

Despite that, they have made a point of showing perfect hospitality to any visitors to their somewhat isolate Clan.

## Sheet

### Abilities & Backgrounds

* **Awareness 3**
* Bureaucracy 1
* Craft (Air) 2
* Dodge 2
* Integrity 1
* **Investigation 5**
* **Larceny 1**
	+ Palming 2
* **Linguistics 1**
* **Lore 2**
* **Occult 3**
* Socialize 2
	+ Good Hostess 2
* **Stealth 3**
* Agricultural Holding 1 (White Foam Fisheries)
* Clan Holding 1 (Shiro no Jirasu)
* Cult 1
* Followers 2
* Infrastructure Holding 1 (Cat's Tail Road)
* Military Holding 1 (Fangs and Claws Brigade)
* Mineral Holding 1 (Cat's Eye Emerald Mines)
* Municipal Holding 2 (Hankyomura)
* Resources 2

### Advantages

* Conviction 3
* Temperance 3
* Valor 2
* Distracting Breeze Meditation
* Elemental Concentration Trace
* Second Awareness Excellency
* Second Investigation Excellency
* Sense-Riding Technique
 **Willpower:** 5

### Notes

Dodge MDV
4
Dodge DV
4
Temple of the Thousand Stars

Many sects believe that monks must retreat into seclusion to achieve harmony with the elements or enlightened paths. The monks of Sentou Taisha are unique in their attempt to attend to the full Celestial Court as a collective, and so are approachable (if busy) creatures in their duty to see to the needs of all peoples and all worshipers. They are not a democratic or egalitarian order, however, understanding the need for hierarchy and enlightened leadership. They do, however, open their doors to all citizens of the Empire, regardless of need and status, as worship of the Sentou is myriad and variable, and all of it is sacred.

Temple of the Thousand Stars monks believe they must maintain a strong connection with all of the Empire (indeed, all civilization) to unravel the mysteries of the world. Monks of this temple remain in direct contact with both the political heart of the Empire - indeed, its monks are established within the Imperial Court of Amatsu-Kyo - and the common populace. Thousand Stars monks may become advisers to major generals or daimyo, or they may travel the road, helping the unfortunate who cross their path.

The Sentou Taisha has plans of recovering many of its lost temples and rededicating them to individual Sentou, as the needs of communities local to those temples require.

## School Package

* Religious Focus: *Sento*
* +1 Perception
* **Socialize** as a Favored ability, with a 1-dot specialty in *Etiquette*.
* +1 Bureaucracy, Integrity, Awareness, Martial Arts
* Honor: 6.5

## Technique

Spirit of Civility
Monks of the Thousand Stars are social chameleons adept at receiving and interacting with extremely important visitors, holding themselves to account within influential courts, and then seeming grounded and attentive while visiting common villages and less exalted individuals. Thus, these monks are welcome most everywhere, and need not roll Socialize in order to be welcomed. However, with this acceptance comes an expectation that the monks will educate themselves on local customs, and if he does not do so, may find his warm welcome quickly turning to disdain.
When spending a Void point to augment any non-Low social roll, the monk receives a +2 instead of the normal +1. Additionally, when spending a void point to receive 1 automatic success on any non-Low social roll, the monk instead receives a 2 automatic successes.
Thunderbolt Attack Prana

Keywords
Obvious
The athletes of the Sun often master signature attacks.
This Charm uses the Solar’s signature athletic move to enhance an attack. A signature move is something like
leaping into the air and swinging the character’s fists in a
brilliant Essence-laden arc, charging an opponent like a bull
or pouncing on an enemy like a tiger. If the character receives
mechanical benefits such as extra movement from his Athletics
action, then it must be included in his current flurry.
This Charm gives one bonus success on this attack in Step 3
of attack resolution and doubles the post-soak damage of the
attack in Step 7 of attack resolution. This Charm is explicitly
permitted to supplement actions of other Abilities.

The player chooses the signature attack when purchasing
this Charm, but once this Charm is purchased, the character
can purchase new signature attacks for one experience point or
one bonus point each.

Source
*Exalted*, p. 223
First Excellency

This charm is always purchased as the **First (Ability) Excellency**. Thus you will see things like the *First Dodge Excellency*, or the *First Performance Excellency*. Each "version" is effectively a distinct Charm, but they all provide the same function.

## Solar Exalted

Lawgivers with this Charm are known for their moments
of brilliance. The Exalt’s player can invoke this Charm when
making a roll based on the relevant Ability. This Charm then
adds one die to that roll for each mote spent. This Charm is
the paradigmatic dice adder. The rule that Solars are prohibited
from increasing a dice pool by more than their (Attribute +
Ability) almost always refers to the purchase of dice through
the use of this Charm.

Source
*Exalted: Second Edition* p. 183
## Terrestrial Exalted

The Charm adds two
dice to the roll for each mote spent. The maximum number of
dice that can be added to any one roll, however, is equal to the
Dragon-Blood’s Ability rating plus any applicable specialty.

## Lunar Exalted

Some Lunar Exalted excel at using their natural talents.
The Exalt’s player can invoke this Charm when making a roll
based on the relevant Attribute. This Charm adds one die to
that roll per mote spent. This Charm is the most common
source of dice added to rolls; no combination of Charms can
add more than (Attribute) dice to the roll.
Great Curse

For more information in Izanami, see the Creation Myth.

In short, when Izanagi fled from Izanami's horrid, maggot-infested appearance, she laid a curse upon the world, which was the beginning of death by natural causes to humanity, and a variety of other issues for Daimyo. Only the non-human Kami escaped the affects of her wrath.
Mirrored Cat Clan

The Mirrored Cat as it is known now was not born through noble acts. When the great cataclysm struck the world, there were some that did not seek to oppose the devastation and demonic insurgence. Nor did they stand with the forces of darkness. Instead, they hid, and watched.

As the earth and the heavens settled once more, the survivors that would become the Mirrored Cat emerged from the stone that had protected them from the storm.

The first few years after the Tenpenchii were rough for the clan, as they lived in a largely mountainous area with little in the way of arable land. But by the same token, they were relatively isolated from the chaos sweeping the rest of the shattered Empire. War-bands passed them by, either because of ignorance or lack of interest. Oni sought easier prey. And the Cat continued to watch.

Now, though, they have begun to look further afield.

## The Words of the Cat

* Do what is needed, not what is desired.
* There are two sides to every story, both of them wrong.
* You carry your worst enemy with you at all times.

## Relationships

The Jade Tortoise Clan
The Mirrored Cat don't have much contact with the Tortoise as of yet, but what they've heard of the last remaining Great Clan makes most of them roll their eyes over all this stuffy "tradition" and "formality" stuff.
## Families within the Mirrored Cat

 * Himitsu

## Clan Holdings

### Resources

Cat's Eye Mines (Mineral Holding; +1 Raw Emerald)
Within the same mountain that the Clan Seat is carved, these mines are known for producing emeralds of exceptional size and clarity.
Whispering Sky Rice Farm (Agricultural Holding; +1 Rice)
So named because, when the rice is only just planted and the fields are all covered in water, it looks as though the sky has come briefly to earth.
White Foam Fisheries (Agricultural Holding; + 1 Fish)
Set near the foot of a waterfall, these fisheries harvest salmon during their migrations.
### Structures

Cat's Tail Road (Level 1 Infrastructure Holding)
Winding through the foothills to the east of Shiro no Jirasu, this road connects the clan seat with the nearby fishery and farm.
* Allows Military Holdings to act as Calvary between the connected locations.

Shiro no Jirasu (Level 1 Clan Holding)
The clan seat of the Himitsu is less of a castle, as its name suggests, and more a sprawling warren carved directly into the living rock of a cliff face. By day the "castle" could almost be missed entirely, if the clan banners were taken in. By night, a spattering of windows lit from within make the face of the cliff seem more like a patch of the night sky.
* Includes Cat's Eye Mines in the same location for purposes of military protection.

### Personnel

Fangs and Claws Brigade (Level 1 Military Holding)
The "home guard" of the clan, this brigade of samurai are rarely seen unless their presence is required.
Hankyomura (Level 2 Municipal Holding)
A moderately sized town where the majority of the Mirrored Cat's peasantry and farmers live.
Kashin Generation

For setting information on Kashin, see this page.

## Family and School

1. Choose your Clan and Family or Monastic Order. If you wish to be Ronin, speak with staff.
	* Anyone is welcome to join the staff-run Jade Tortoise Clan, though we suggest choosing PC-run clans for more dynamic RP experiences. You should speak with the heads of a clan before blindly joining it. All temples are NPC-run (a monk's existence is a lonely one).
2. Choose a valid School. (These are usually constrained by clan and family.) Monks follow the school of their Order.
3. Take note of any attribute bonuses, favored abilities, specialties, and techniques the family and school grants. These are assigned first, before any of the steps below (with the exception that all attributes start at 1 by default).

## Attributes

1. All Attributes begin at 1 (Void begins at 2; family/school bonuses are assigned after these).
2. Choose Primary, Secondary, and Tertiary categories.
3. Primary category gets 5 points to spend.
4. Secondary category gets 4 points.
5. Tertiary category gets 3 points.

A fifth dot in any attribute costs **double** points in character generation.

## Abilities

Keep in mind that certain actions are considered 'Low' and are thus dishonorable. Typically, these are matters of Stealth, Intimidation, Theft, Forgery, Temptation/Seduction, Deception, and so on. You can read more info about Low actions here.

1. Remember to have placed all of your **School** abilities.
2. Choose your Capstone Ability. (This is a favored ability that none of your other abilities can surpass in rating--the ability your character is most known for. If your preferred Capstone Ability is already favored from some other source, choose an additional favored ability; if it is not, favor it.)
3. Spend 20 points among Abilities. **Note** that Abilities cannot be raised beyond 3 without spending freebies.

## Advantages

1. Essence is set at 1.
2. The four virtues (Compassion, Conviction, Temperance, and Valor) all start at 1.
3. Allocate 5 points among virtues.
	* Willpower is the sum of your two highest virtues.
4. Choose 5 points of Backgrounds. **Note** that Backgrounds cannot be raised beyond 3 without spending freebies.
	* Kashin *can* purchase Holdings as described on the Daimyo Generation page, but only on a very limited basis that supports their story; staff discretion. These holdings would then be merged with clan holdings, if any.

## Freebies

Spend 21 points of freebies with the following cost table:

* Attributes cost 4 freebies.
* Abilities cost 2 freebies.
	+ Favored Abilities cost 1 freebie.
* Specialties cost 1 freebie.
* Virtues cost 3 freebies. **Note** that increasing your virtues may increase your Willpower.
* Void costs 10 freebies.
* Willpower cost 2 freebies.
* Backgrounds cost 2 freebies.