recursal/Fanatic-Fandom huggingface dataset:
Backgrounds

## Unrestricted

The following backgrounds are approved for character generation without restriction.

* Allies
* Contacts
* Face
* Family
* Henchmen
* Influence
* Mentor
* Resources
* Retainers

## Restricted

The following backgrounds are approved for character generation with some restriction.

* Artifact (Daimyo only)
	+ While we allow these at character generation, they are rare; artifacts of rating 3+ even moreso. Be prepared to have a compelling reason as to why you have one.
* Tattoo Artifact (Lunar Daimyo only)
	+ Lunar only, as these require Moonsilver in order to conform to the body. These are even more rare than normal Artifacts, since the Lunar would need to a) find Moonsilver, and b) find someone who can make these.
* Backing (Kashin, Daimyo)
	+ It is much more usual for Kashin to have Backing, as Daimyo are usually the ones doing the Backing. Furthermore, there aren't many established organizations outside of clans to receive Backing from, at the moment, so be prepared with an explanation or suggestion for the creation of such an organization.
* Breeding (Terrestrial Daimyo only)
* Connections (Kashin, Daimyo)
	+ As with Backing, it is much more usual for Kashin to have Connections, as they are at the ground level of society. Make sure to have to have an organization (or organizations) in mind when considering these.
* Cult (Daimyo only)
	+ One's Cult usually consists of the families in one's Clan. Followers are typically those that are not in one's clan, as they are generally not obliged to stick around in the same manner as Family members are.
* Familiars (Kashin, Daimyo)
	+ Familiars do not grant Kashin any bonus essence, but may grant bonus Willpower or Void. Familiars above rank 2 will require compelling justification.
* Followers (Kashin, Daimyo)
	+ It is much more usual for Daimyo to have Followers than Kashin (who tend to have less outright Charisma or awe-inspiring power).
* Heart's Blood (Lunar Daimyo only)
* Holdings (Kashin, Daimyo)
	+ Kashin may purchase a very limited number of Holdings.
* Youkai Curse (Kashin, Daimyo)

## Heavily Restricted

The following backgrounds are to be gained IC only.

* Arsenal
	+ These must be acquired and supplied through Holdings and RP.
* Command
	+ These are gained through Holdings and RP.
* Manse
	+ They have to be built or found. No characters will begin with one.
Shadow Over Water

The Chosen move like shadows over water—with
perfect grace and speed. The maneuver named Shadow
Over Water restores defensive advantage to a beleaguered
or overextended fighter. This Charm is used in response to
an attack. It allows the Exalt to ignore all penalties that
apply to her Dodge DV when resolving that attack. Her
Dodge DV is still 0 against an undodgeable attack, but she
takes no further penalties.

Source
*Exalted: Second Edition* p. 227
Third Excellency

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

Exalted with this Charm recover smoothly from failure. An
Exalt’s player can invoke this Charm after making a roll based
on the relevant Ability. This Charm allows her player to make
the roll again, using the new result if the Exalt prefers it.

The
Exalt can also use this Charm to enhance static values derived
from the relevant Ability. Doing so increases the character’s
effective (Attribute + Ability) rating for one task by the Ability
rating. This means that the Essence Resurgent Excellency
increases an applicable DV by half the relevant Ability.
Uncanny Impulse Evasion

Keywords
Dusk, Mirror (Reflex Sidestep Technique)
When faced with an unexpected attack, an Abyssal
who knows this Charm can let her supernatural
instincts to take over. She moves before she knows
why she moves, forestalling the immediacy of her ruin
with the inevitability of suffering to come. Tapping
into these instincts adds a point of Resonance to the
deathknight’s total but allows her to defend normally
with her Dodge DV or other Dodge based
defenses.

Source
*Manual of Exalted Power: Abyssals* p. 168
Essence-Lending Method

Keywords
Obvious, Touch
The intricate Essence flows of the anima are as a child’s toys
to the savants of the Sun. This Charm allows the Solar to give
up to (her Essence x 3) motes to another character. The Solar
loses exactly as many motes as the target gains, in addition to the
cost of this Charm, but this transfer does not count as spending
motes for the purposes of anima banner flare. Transferred motes
go first to the target’s personal and then to the target’s peripheral
Essence but cannot increase either the target’s personal or the
target’s peripheral Essence past their normal maximums.

Source
*Exalted: Second Edition* p. 217
Clan Template

Clan writeup goes here. Note that the dpl tags in this page's code should be replaced with whatever they say in order for the lists to populate correctly.

## The Code of the Clan Name

* Pertinent tenet the clan lives by.
* Another pertinent tenet the clan lives by.
* Yet another pertinent tenet the clan lives by.

## Clan Schools

* The Template School
* The Sample School
Carolina Cristella

## What You Know

* Attended a party thrown by Dashiell Sices du Sices.
* Requested Dashiell's assistance in the return of a certain Orsino Sciarra to Vodacce by whatever means (and in whatever state) necessary.
	+ Was able to promise a purse of 10,000 Guilder as reward.
* Was attacked by the notorious Eisen pirate Gerhart Leucht and fled to the Sices du Sices Manor, bringing said pirate with her unintentionally.
Locations

The full Kuniumi map can be viewed here.

All of the maps on this page follow this key:

* c - Cities
* f - Standalone fortifications and castles
* j - Temples and shrines to one or more of the Thousand Lanterns
* l - Notable geographic locations
* m - Sacred mountains
* o - Monasteries or schools
* s - Temples and shrines to worldly and ancestor kami
* t - Towns and villages

## Amatsu-Kyo Environment

This is the area immediately surrounding and influenced by the imperial city, Amatsu-Kyo, typically understood as the coastal plains and foothills of the local mountain range (Tenchisanmyaku) extending outward for hundreds of miles to the east and west, and bordered to the south by the aforementioned mountains. The city's influence extends at best about 100 miles to the west, and into the foothills of the Tenchisanmayaku highlands where the culture begins to shift and is distinctly less cosmopolitan. To the east, the city's influence expands to just north and east of the gap in the mountains, where the culture and climate shift to something more tropical to the north, and nomadic to the east.

This environment is thus largely coastal, wet, and temperate, tending towards the warm in the lowlands, and the cool in the highlands.

### Locations

* c1: Amatsu-Kyo
* f1: Shiro no Jirasu, clan seat of the Mirrored Cat Clan.
* j1: Sentou Taisha
* l1: Shizumori
* m1: Seichisan
* s1: Toutoichi Jinjya
Elia

Elia est docteur et est la sœur d'Elio.

## Apparence

Elia est une jeune femme plutôt maigre et plutôt petite aussi (160 cm). Elle a de court cheveux roux et porte le plus souvent un chapeau violet avec des lunettes jaune dessus. Koala porte aussi des gants orange. Au moment on on l'aperçoit, elle porte une robe rose avec un collant noir et des bottes marrons.

## Personnalité

Elia est de nature sympa qui n'hésite pas à aider des gens. C'est une fille très intelligente qui peut bien expliquer une situation en peu de temps. Elle est aussi prête à faire confiance à des inconnus et les aider, tels que Crocodile et  Flynn.

### Elio

Elio est le grand frère d'Elia, il dit la protéger alors qu'en verité il reste auprès d'elle pour la surveiller, l'espionner. Il ne la respecte pas vraiment, allant la traiter de naïve.

### Crocodile et Flynn

Elle les as rencontrés lorsque ces derniers se sont échoués sur l'île et les as sauvés, après leur avoir raconté la verité sur l'île et plus précisément la Brigade Noire, ils se sont alliés pour contrer Elio et les autres.

## Pouvoirs

Elia ne possède pas de pouvoirs quelconque mais est douée au combat, elle sait très bien manier les armes et est douée pour le tir.

* **Triple Flamme** : Elia sortit un arc et y positionne 3 flèches, puis elle enflamma ses flèches avant de tirer.

## Histoire

Elia vit dans l'Archipel des Îles Brumeuses en compagnie de son grand frère, Elio.

### Arc Îles Brumeuses

 *Pour plus d'informations :  Arc Îles Brumeuses*
Saku Shugenja School

Students of Geomantic patterns and the flow of energy across Kuniumi, the Saku Shugenja are renowned for their exquisite craftsmanship, as well as the ability to enchant great structures with the power of the Eternal Pillars. They are responsible for the great Jade Wall around the Forbidden Districts in Amatsu-Kyo.

## School Package

* +1 Perception
* **Occult** as a Favored ability, with a 1-dot specialty in *Geomancy*.
* +1 Craft: Air, Awareness, Lore, Integrity.
* Honor: 5.5
* Gear: Utilitarian robes, staff, artisan tools, scrolls, spell components.

Affinity
Air
Deficiency
Fire
## Technique

Soul of the Elements
The Saku have learned to distill the essence of the Eternal Pillars and contain it within the very foundations of any geomantically-aligned buildings or structures. You may expend one spell slot to store any appropriate spell you know in an *anchor stone* set within a building's foundation. Doing so requires a Perception + Occult (Geomancy) + Geomancy roll. Spells in an anchor stone must match the element of the building's Geomantic alignment, and the spell slot is considered permanently locked until the anchor stone is destroyed or disenchanted. So long as the anchor stone remains, the spell is active, and affects all appropriate targets within the building. If the target is individual, the Shugenja decides the target; if the Shugenja is not available, the spell goes dormant.
As well, a Saku Shugenja is always considered to have a minimum Geomancy Thaumaturgical Path rank equal to her School Rank.
Further, a Saku Shugenja gains a Free Raise on any spell with the Craft keyword.
### On Anchor Stones

Creating an anchor stone requires a number of hours equal to the stored spell's Mastery Level, and an Intelligence + Craft (Air) roll to inscribe the appropriate information. Only one spell may exist per anchor stone (or multiple instances of the same spell); buildings may have multiple anchor stones so long as they do not metaphysically conflict. Of note is that an anchor stone must be included in a structure for its effects to be useable; simply carrying one will serve no purpose.

There are a few ways to allow spells with an individual target to affect multiple targets (stackable):

* Permanently lock a Void point to the anchor stone to affect one additional target.
* Permanently lock another instance of the same spell to the anchor stone to affect one additional target.
* If the structure is on a *Demesne*, the spell is allowed to affect one additional target per level of the Demesne.
Taiyouko

Empress Taiyouko, believed to be a low-level Celestial Kami, was the first and last imperial leader of the Sakura ("Cherry Blossom") Empire. The champion and daughter of Amaterasu, her reign is characterized by peace, expansion, and a golden age for the arts. Taiyouko is presumed dead after Aranami destroyed the bridge to heaven during their final duel, upon which she was standing.

Not considered beautiful so much as striking and charismatic, Taiyouko was a warrior-leader who bested all of the other Celestial Kami's champions to take her rightful seat as Empress of the Sakura Empire. Her martial abilities were considered unparalleled, and her wit tremendous. She was also known for her incredible virtues, and is ultimately credited for the creation of Bushido; indeed it is probably this that allowed for much of the Sakura Empire's success.

As for her family, Taiyouko's consorts were many, as she outlived all of her human lovers. She had many children, all of whom became the daimyo of various imperial families. The names of those families and their present descendents are currently unknown, though many in the current age claim to be of her lineage. For more information, see the Creation Myth.
Shizumori

The Quiet Forest, Shizumori (静森), is an ancient evergreen forest, and probably one of the few such forests to survive the Tenpenchii largely intact. Its borders begin on the holy slopes of Seichisan, and then grow outward towards the coastal plains and Amatsu-Kyo. These borders are largely sudden, with little small growth between the mammoth trees and grasslands outside of the occasional bamboo grove. One must travel through Shizumori to reach Toutoichi Jinjya, and from there, the summit of Seichisan.

## Spiritual Significance

This is a forest known for harboring sensei and sages, allowing one the opportunity to reflect in relative safety, so long as one respects the present dangers (see below). So close to the Eternal Pillar of Earth, its gravity tends to sap aggression (and emotion in general) from the forest and its inhabitants, and is a major factor in the forest's quiet nature. Hence, it is considered a serious transgression to hunt in this forest, as while the fauna is not incapable of fighting back (and is quite terrifying when it does so), it is not known for acts of violence. The monks of Toutoichi Jinjya would like them to remain that way.

However, the forest also has a darker side in the form of mystery and death. Over its lifespan, the forest's quiet nature and aggression-inhibiting atmosphere has lead to quite a quite a few instances of lost souls due to over-reflection and suicide. These events have created pockets of Usuginu as well as stories of restless ghosts, unable to act out their aggression or deal with the emotions that have them trapped due to their proximity to the Eternal Pillar. It is one of the duties of the monks of Toutoichi Jinjya to help these spirits pass on.

What these lost souls brought with them before they died is an oft-discussed subject amongst the peasantry and common folk, who see a potential windfall in finding a lost noble's effects. Many tales also speak of temples and shrines deep in the forest, lost to time, but full of treasure. Those who adventure after these relics, however, often do not return, as the mists of Seichisan roll down into the forest as the sun fades, obscuring paths and hidden environmental dangers. The mountain protects its own, some say.

## Wildlife

Fed by the holy river Midokawa, the flora and fauna of Shizumori tend towards the immense and robust, rendering the trees extraordinarily tall and wide, and the animals large and enduring. While not the rampant growth attributed to the Eternal Pillar of Wood (population numbers are relatively normal), the animals remain exceptional specimens of their kind, and are known to accidentally terrify (and even wound) the uninformed and disrespectful.
Current Plots

If you wish to app a plot, please refer to Running Plots for more information. Stories with the "Meta:" tag are staff-run stories that will have more broad and permanent affects on the game world that player-run plots usually do.

## Metaplot

This game accelerates time through the use of "Chapters," or seasonal stories that have a complete narrative arc. Once a chapter is complete, a period of time typically passes between that chapter and the next, so infrastructure projects can complete, long-term Charms and other effects have a chance to conclude, and so on.

### Chapter 1: Order of the Great Clans

Since Amatsu-Kyo was rediscovered about 10 years ago, individuals from across Kuniumi who lacked the security of a permanent settlement or simply wanted to live in a greater metropolis have begun to immigrate. The emergence of Ōmijin has also shaken the status quo, as the Jade Tortoise Clan had refused to so much as let anyone within viewing distance of the Imperial complex without having divine sanction. Now that divine sanction exists in the form of Ōmijin, provided the Jade Tortoise can be convinced, the order of the Great Clans can be reimposed, and an Emperor chosen from among them.

* Important details will be posted here as they happen.

**Contact:** Shinnyo
Currency Exchange Rates

## Avalon

* 1 Pound = 20 Shillings
* 1 Guilder = 1 Shilling

## Castille

* 1 Doubloon = 100 Maravedi
* 1 Guilder = 20 Maravedi

## Eisen

* 1 Mark = 10 Florins
* 1 Florin = 10 Pfennigs
* 1 Guilder = 4 Marks

Note
The Vendel are attempting to remove Eisen currency from circulation due to the nation's ruination during the War of the Cross, and as such it is nigh impossible to exchange Guilder for Marks.
## Montaigne

* 1 Sol = 12 Pistoles
* 1 Guilder = 2 Pistoles

## Vodacce

* 1 Guilder = 3 Senators
* 1 Senator = 5 Seats
MUX Rules

All MUSH participants must abide by the following Rules. Yes, even Wizards. Please report serious infractions to the wizcorps.

## Rules

1. Read and abide by the Conduct and Disclaimer.
2. Read and abide by the Lounge and Channel Rules.
3. Don't be a jackass.
4. If you have something potentially disturbing to link or say, please warn ahead of time.
	* "Gross stuff incoming!"
	* "Warning, spiders"
5. Wizard characters get absolutely no leg up on regular PCs. Ever.
6. Please try to type to the best of your ability. Using appropriate grammar and so on just makes a world of difference when trying to communicate effectively with other people. That said, don't be intimidated: We fool around and make amusing typos all the time.

### Lounge Rules

1. All discussion in the Guest Lounge should be rated no higher than "PG-13," period. We want the Guest Lounge to remain a clean, welcoming place.
2. All discussion in the main OOC Room should be rated no higher than "PG-13." Occasional forays into "R"-land is okay, but be reasonable, folks: Some people MUSH from work and we don't want to get them into trouble; we also want the lounge to remain a friendly, stress-free environment.
	* The "NSFW" channel exists for a reason, take all your filthiness there, you'll be in good company.

### Channel Rules

1. When someone asks you to take it to another channel, do so politely and without judgment.
2. As always, be polite and courteous.

## Punishment

We have a three strike policy here. A strike is earned by violating our rules in some way. Each infraction is dealt with by a vote from the wizteam as to whether or not to award the strike. On the third and final strike, a further vote is given to determine punishment. The punishment is determined by the severity of the infractions, the behavior of the player in question, and other factors to which the wizteam reserves the right to refer. Banning may be among the options discussed, and is never a fun prospect, so please just don't make us have to go there.
Freddy

* Overview
* Gallery
* Trivia

**Freddy** is a hallucination that appears in *Five Nights To Remember*.

## ***Appearance***

Hallucination Freddy looks like the original Freddy Fazbear from the original *Five Nights At Freddy's* games, however, its model is still different from its original counterpart.

## ***Behavior***

He will appear in the doorway if you ignore the cameras for too long. If the monitor is not brought up in time, the player will be blinded.

## ***Trivia***

* Freddy will speak in game and he will be voiced by Kappei Yamaguchi.
Second Excellency

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

## Solar Exalted

Solar Exalted with this Charm are known for their
unwavering perfection. The Exalt’s player can invoke this
Charm when making a roll based on the relevant Ability.
The Exalt then spends up to (Attribute + Ability) in motes.
This Charm adds one success to a roll for every two motes
spent. Each success purchased with Essence Triumphant is
the equivalent of purchasing two dice with the First Excellency
or some other dice adder. Therefore, if a Solar had a
(Dexterity + Melee) total of 8, he could purchase up to four
successes with the Second Excellency. Any magical effects that
hinge on the character buying dice will then react as if the
character had just bought eight (Dexterity + Melee) dice. The
character could not add dice from the effects of other Charms
because he has reached his maximum of eight by purchasing
the four successes.

Source
*Exalted: Second Edition* p. 184
## Terrestrial Exalted

The Exalt can spend up to (Ability + applicable specialties) in motes.

Source
*Manual of Exalted Power: Dragon-Blooded* p. 128
## Lunar Exalted

Lunars with this Charm consistently apply their base
potential to solve problems. The character’s player may invoke
this Charm when making a roll based on the relevant Attribute.
The character spends up to (Attribute) in motes, adding one
success to the roll for every two motes. Each success purchased
with this Charm is the equivalent of two dice purchased with
the First Excellency or another dice-adding Charm. See Exalted,
page 185, for examples on how this works.
Paix

The tiny province of Surlign was created by the Empereur when he built the embassy in Paix. It is bordered on three sides by water - the Sineuse River to the west, the Doigt River to the east, and the Trade River itself to the south. The Empereur gave this territory to one of his most trusted noble families, the Deneuves. Surlign's importance hinges on the continued success of the embassy.

## The City of Paix

Ruler
Duchess Lillian Deneuve du Surlign
Dialect Spoken
South or Paix Montaigne
Population
100,000
Paix is best known for the embassy, locally known as *Le Labyrinthe* because of its enormous size and twisting, confusing corridors. Ambassadors from all over Theah are entertained there while the Empereur's delegates negotiate trade agreements, alliances, and other political coups. At any time, several hundred people stay in the embassy, and its palatial rooms house them easily. The Empereur himself never enters Paix, his jaded palate finding its pleasures somewhat passe. Those courtiers who wish to stay in his favor emulate him unless directly ordered otherwise.

The other dominant feature of the town is its nightly balls and parties. Many nobles come here to relax without the threat of the Empereur showing up. Typically, the nobles who frequent Paix are not currently seeking any favors from him, since they don't fear his disapproval. The parties these nobles throw are celebrations of decadence. They waste mountains of food, stir up duels among drunken guests, and inevitably provide the latest embarrassing rumors for the town gossips - in short, they're great fun.
Striking Fury Claws Attack

Keywords
Obvious
The character’s Essence infuses his hands with the power
of a tiger’s deadly claws. His blows inflict lethal damage even
if he isn’t wearing tiger claws. If he is using tiger claws, add
a number of damage dice equal to the character’s Essence to
his raw damage for the attack.

Source
*Scroll of the Monk*, p. 107
Staff Openings

Thank you for your interest in volunteering! We are currently in need of the following staff. If you are interested (and don't have access to the game), send us a message on wikia. If on the game, simply send a +request or talk to current staff.

### Coder

We need someone to help us set up character generation, a sheet, roller, and so on in the game proper.

### Storytellers

We can always use more staff willing to run interesting and active stories who are familiar with the Exalted system (or at least old World of Darkness).
Easily Overlooked Presence Method

The Lawgivers must sometimes mask their glory, moving
anonymously among the common folk. This Charm makes the
character difficult to notice unless circumstances or battle readiness
make him obvious. It causes Awareness and Investigation
rolls made to notice the Solar to fail automatically unless the
Solar is currently joined in battle (see p. 141) or the observer
has a minimum two-die bonus from circumstances. Examples of
relevant circumstances include the +1 bonus guards receive from
alertness, the +1 bonus to notice a Northerner in a Southern
city and the +3 bonus to notice a blood-drenched orichalcum armored
Solar at a formal dress party.

Source
*Exalted*, p. 230
Clans

At its most basic, a Clan is a noble family overseeing an area of countryside and the peasantry that lives within its borders. Not all members of the Clan are related by blood (in fact that vast majority are not), but all are united by a sense of identity and a general outlook on life. While the smallfolk and farmers generally have little say in such things (they just live here), the gentry shape the culture of their Clan's holdings.

See also the Clan Template.

## The Great Clans

Each of the Great Clans is led by a Daimyo and forms some facet of civilization within the greater realm of Kumiumi.

* Jade Tortoise Clan

## The Minor Clans

The Minor Clans, while being less influential than their Great Clan siblings, are more than mere vassal families. Many maintain close alliances with a Great Clan, and they all have a "daimyo" of their own, though not always of the Exalted variety.

* Black Walkers Clan
* Mirrored Cat Clan
* Ardent Tiger Clan

## 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.

* Temple of the Thousand Stars
* Temple of Eternal Earth
Sense-Riding Technique

Keywords
Shaping
Using this Charm, a Dragon-Blood can ride the senses of
another being. The subject must be within the Exalt’s line-of-sight
when the Charm is activated. Thereafter, the Exalt can see, hear,
touch, smell and even taste whatever the subject experiences, provided
that the subject remains within a number of miles equal to
the Exalt’s Essence. When the Charm is activated, the Terrestrial’s
player and that of the subject make opposed (Awareness + Essence)
rolls. The Exalt’s player must get at least one net success to enact
the link. If the two tie, there is no effect. If the Exalt loses and the
intended subject is also an Exalt, the subject’s player gets a reflexive
Awareness roll at difficulty 3 for the subject to know that someone
was attempting to ride his senses. Mortal characters have no chance
of knowing what the Exalt attempted.

The Terrestrial must maintain concentration for the duration
of the Charm, and even riding on a slow-moving horse or sitting in
a sedan chair can cause her to miss important details. Any actions
more complicated than that are completely impossible. Furthermore,
the Exalt is at a -3 penalty to remain aware of events happening
around her own person. The Dragon-Blood cannot use any Charms
or spells “through” the person she is riding, nor can she understand
any languages she doesn’t know even if the subject does know
them. The Exalt can, however, gain the benefits of any supernatural
improvements the subject makes to his own Awareness.

Source
*Manual of Exalted Power: Dragon-Blooded* p. 141
How to Apply

Foremost, this game is currently **invite only**. In the future that will change, but for now, while the game is being beta-tested and improved, we are not accepting applications.

## Step 1

Read the Welcome page and MUX Rules. It is assumed you agree with and will abide by all of the expectations and rules discussed therein when you create your application.

## Step 2

Read through the various setting pages and make sure you gel with our theme. Folks on the game are very helpful, but if you ask questions that are explicit on the wiki, they'll likely just link you to the wiki, so give everything a good once-over.

## Step 3

During our first-wave application period, both Kashin and Exalted characters will be available, specifically for the formation of Clans following the recent cataclysm.

## Step 4

Please use the Application Template to create your wikipage. This should be a fairly simple matter of cut, paste, and fill in the blanks. Please make sure everything is completed (particularly the background) unless a field is stated as being optional. Put the page in Category:Character Concepts while you're working on it, and once you're done move it to Category:Pending Characters. Don't worry too much about getting everything perfect, and also don't hesitate to ask for help if the formatting is confusing to you. Our wiki-overseer gets bored a lot and will happily do a formatting pass on your pages for you.

## Step 5

If you haven't yet already, log on to the game and create your character body. Make sure the name fits within our theme. Names like 'TheAwesomeOne' or 'BestSamurai' will be @nuked after a friendly warning. Then, create a +job with the title APP OK to notify the staff that your wiki page is ready for viewing, and a wizard will contact you to begin the approval process.
Flickering Wisp Technique

Keywords
Mirror (Seven Shadow Evasion), Obvious, Dusk
The Abyssal unnaturally dissolves out of the path
of an attack, seeking respite in the momentary peace of
non-existence. He reappears all too quickly, his perfect
dodge completed by re-forming him somewhere within
(Essence) yards that he could have reached through
conventional evasive action. This Charm can dodge
undodgeable attacks, but it cannot dodge unexpected
attacks. This Charm carries one of the Four Flaws of Abyssal Invulnerability.

Source
*Manual of Exalted Power: Abyssals* p. 168
Oni

Oni (鬼) are a kind of Youkai, variously understood as demons, devils, ogres or trolls. They are among the most dangerous of the Youkai, the most consistently aggressive, and unfortunately, the most plentiful. The appearance of Oni varies widely, but they are often hideous, gigantic ogre-like creatures with sharp claws, wild hair, and two long horns growing from their heads. They are humanoid for the most part, but occasionally, they are shown with unnatural features such as odd numbers of eyes or extra fingers and toes. Their skin may be any number of colors, but red and blue are particularly common. The are largely considered to be exceedingly sturdy to nigh indestructible, and perilously strong.

In truth, there are a wide variety of Oni, and their intelligence varies from bestial to refined, though the former is much more common. Oni are believed to have vast kingdoms in the underworld, where Oni kings rule over Oni subjects, and the lot of them torture human souls in creative and abstract ways as a particularly heinous hell devised by the Abyssal Court. After the Tenpenchii, however, Oni now roam Kuniumi in small numbers, or have established beachheads at Abyssal Fissures or land strong in Fuhai.

Despite their danger, however, they are popular (if frightful) characters in Kuniumi art, literature and theater.
Seichisan

The holy mountain of Seichisan (聖地山) is the spiritual representation of the Eternal Pillar of Earth, and is the largest mountain of the Tenchisanmyaku (天地山脈), or the Mountain Range of Heaven and Earth (Tenchisan, for short) that shields Amatsu-Kyo from the south. It is known as the Imperial Range, and while not the highest range in Kuniumi, is the most central, and thus, the most important. It is also considered the most beautiful mountain range, and the most sturdy, as even the Tenpenchii did not uproot nor move these most holy of mountains.

## Geography

The peak of Seichisan rests about 50 miles southeast of Amatsu-Kyo, but is visible from most anywhere in that city due to the largely flat land between them. The forest of Shizumori rests at the mountain's base, and the river Midokawa flows from the mountain's slopes, through Shizumori, and past Amatasu-Kyo into the Bay of Dragons.

### Art Inspiration

While the slopes of Seichisan are rather gentle and usually snowy, the mountains surrounding it were not untouched by the Tenpenchii, even if they largely remained stationary and intact. Thus, the slopes of many of the surrounding peaks are actually an assembly of sheer, conical, smaller peaks that grow higher and higher as the mountain proper ascends, with trees growing from said peaks however they can, lending them a kind of green, mossy appearance. The mountains are furthermore enshrouded by mist, which catches and gently diffuses the light of the sun, casting an array of cool colors across the bare, pale cliff faces. It lends the mountains an enchanting, watercolor sort of vista, and appears like thousand attendants in court around the Imperial Seichisan.

## Places of Interest

The temple of Toutoichi Jinjya rests midway up the slope of the mountain, rather spectacularly nestled against a cliff-face. The monks there maintain a path from the mountain's base to its peak, upon which the physical embodiment of the Eternal Pillar of Earth is said to rest. Only those vetted by the Temple's Grand Abbot are allowed to make the full ascent.
Iron Kettle Body

The Lawgivers are armored in righteousness; many need no
other hauberk. This Charm upgrades Durability of Oak Meditation.
The Solar may pay a surcharge of four motes to increase
the soak bonus of the Charm to (Essence + Stamina + Resistance)
and extend its duration to one scene. He cannot do so if
he is wearing armor; donning armor later immediately ends any
upgraded activations of Durability of Oak Meditation.

Source
*Scroll of Errata*, p. 25
School Template

Describe the school, pointing out their primary focus, ideology, tendencies and the like. Feel free to design a *mon* (insignia) for the school as well!

## School Package

* +1 Attribute (or +2 Willpower; no Virtues or Void)
* **Name of Ability** as a Favored ability, with a 1-dot specialty in *Name of Specialty*.
* +1 Ability, Ability, Ability, and Ability
* Honor: As appropriate.
* Gear: As appropriate.

## Techniques

Non-shugenja schools receive one technique for each School Rank. Shugenja schools receive only a single technique, however this technique is generally broader in scope than an individual Bushi or Courtier technique (+1 to all Fire spells, for instance).

(Rank 1)
Shout and Punch
(Rank 2)
Shout and Punch
(Rank 3)
Shout and Punch
(Rank 4)
Shout and Punch
(Rank 5)
Shout and Punch
Bushido

## The Code of Bushido

### Gi (Honesty)

In Kuniumi, truth (often understood as Shinnyo) measures the meaning of life so adhering to the truth defines the course of a samurai's existence. However, common sense accepts that those who lead an honorable life carry within them a pure soul and thus have nothing to fear from the truth. Lies are a tool of the weak and shameful. Even the most dishonest courtier would heartily agree, as misdirection crafted from half-truths works much better than a lie.

### Yu (Courage)

Samurai and shugenja place their lives on the line for their lord, and even the courtier in the protected heart of Amatsu-Kyo must take risks that could lead to the downfall of his house and family. Fear touches the hearts of all who must stand for what they hold dear, but the samurai must stand above his emotion. Courage is not the absence of fear, or the willingness to throw one's life away in the face of impossible odds, but the ability to continue onward regardless.

### Jin (Compassion)

A wise person tempers power with mercy. A great leader won't overwork and tax his peasants towards selfish ends. So, too, are the wisest samurai those who understand that mercy is a fundamental principle of the Celestial Order, and the law of the Emperor. A samurai who spares the life of an enemy proves himself the better man.

### Rei (Courtesy)

Though strength of arms is the domain of the samurai, respect must also take its place, as the Empire would quickly dissolve into chaos without a strong tradition of courtesy.

### Meyo (Honor)

Honor is the binding force that defines all samurai, the shining virtue that elevates them above the common man. Honor cannot be truly defined, for those without any concept of Honor will never understand.

### Makoto (Sincerity)

For a samurai, word and action coincide to complete the true meaning of sincerity. A samurai need not make promises, for every word he speaks should breathe sincerity. A samurai's word is the cornerstone of his reputation, and cannot be violated.

### Chugo (Duty)

All that exists has a purpose: to recognize and fulfill that purpose insures the virtue of duty. Even the Emperor must bow before the might of the Heavens, and a samurai can do no less than follow his example.

## "Shourido"

Shourido is not officially recognized within Kuniumi, and most traditional samurai regard its teachings with nothing but horror and contempt. Those of a less honorable nature, however, often succumb to its sinister appeal.

Shourido has its own set of seven Dark Virtues: Control, Determination, Insight, Knowledge, Perfection, Strength, and Will. As their names imply, embracing these alternative "virtues" is an explicit rejection of Bushido, for they emphasize personal achievement, power, and advancement, regardless of the cost to oneself or to others. There is no room in Shourido for loyalty or duty, no room for respecting one’s peers or protecting the weak--it is a corrupting code designed to undermine the Kuniumi social and moral order, promoting selfishness, ambition, and treason.
Majestic Radiant Presence

Keywords
Obvious, Social
The Solar burns with the incandescent radiance of the
Unconquered Sun. This Charm intimidates others, negating
any physical or social attack made against the Solar unless the
attacker’s player succeeds on a reflexive resistance roll. The Solar’s
player chooses when purchasing this Charm whether a difficulty
1 Valor roll or a difficulty 2 Willpower roll is the appropriate
form of resistance. The attacker need succeed only once per
action, no matter how many attacks she makes during a flurry.
This Charm’s effects are a form of unnatural mental influence,
and characters can spend three Willpower to resist the effects
of Majestic Radiant Presence for a scene.

Source
*Exalted: Second Edition* p. 204
Flaws of Invulnerability

## Solar and Lunar Exalts

Compassion Flaw
The Exalt can only use this Charm when in the presence of someone or something he cares about.
Conviction
Charms carrying this Flaw do not function when the character has taken some action during the scene that is contrary to her Motivation. If, during the scene, she has acted against any Intimacy, or a Virtue she has rated at 3+, then Charms with this Flaw add a +3m surcharge to their activation cost.
Temperance Flaw
The Exalt cannot take movement actions such as move, dash, flight, teleportation or jumping until his DV refreshes twice.
Valor
The Exalt must move toward the opponent he considers most dangerous, on every tick where this is possible without magic, until his DV refreshes twice.
## Abyssal Exalts

Compassion
A dead heart feels no pain. Abyssals who forget this doom themselves. Charms with this flaw cannot be activated while the Exalt can perceive a person toward whom she feels a positive Intimacy, or whom she believes holds a positive Intimacy toward her.
Conviction
With broken faith, only nihilistic fervor sustains the Abyssal’s flawed perfection. Charms with this flaw cannot be activated if the deathknight’s actions run contrary to his Motivation (which, remember, must involve causing harm or otherwise further Oblivion) or any negative Intimacies.
Temperance
Without rational restraint, only savage fury remains. Upon activating a Charm with this flaw, the Abyssal’s next action must be to attack whoever last attacked her, using the most deadly attack she can manage, until her DV refreshes twice. If she cannot attack that opponent right away, she must move at best possible speed to do so.
Valor
Abyssals marred by craven hearts cannot stand against enemies mighty enough to require perfect Charms. After activating a Charm carrying this flaw, a deathknight must move away from the opponent he considers the most dangerous, until his DV refreshes twice. This flaw does not force the character to leave the battle outright (he can still fight lesser opponents). It does not prevent him from attacking as he retreats, if he has the means to do so.
Social Combat

## On Consent

As a note, many of the Social Combat rules can be used to enforce behavior on other characters. While IC actions are IC actions, you as a player should take your fellow players' wishes into account. Reports of abusing the Social Combat system will **not** be looked upon kindly .

## Defense Values

Just as you have physical defense values to parry and dodge, you have social DVs to be used in the same way (though somewhat more metaphorically, either parrying or sidestepping the 'attacks' of those trying to undermine your arguments).

Parry Mental Defense Value
((Charisma **or** Manipulation) + (Investigation **or** Performance **or** Presence))/2
Dodge Mental Defense Value
(Willpower + Integrity + Essence)/2
Both of these values are always rounded down, even for Exalted.

## Attacking

Instead of Dexterity or Strength, in social combat you use either Charisma (for "honest" attacks) or Manipulation (for "deceptive" attacks).

In social combat, your 'weapons' are your social skills. As such, you 'attack' with Investigation, Performance, or Presence.

Example
Truthfully pointing out that someone has violated a law would involve rolling Charisma + Investigation.
### Effects of Attacks

There is no "damage" to social attacks. Instead they serve to compel behavior in some way. If an attack is successful (that is, it bypasses the target's MDV) then the target must either spend 1 point of Willpower or give in to the demands of the attacker. If the defender spends a total of 2 Willpower negating attacks on a single topic, they are immune to further attempts on that topic unless the attacker(s) can find a different approach (shifting from Presence attacks to Investigation, perhaps).

This expenditure of Willpower only applies to "natural" mental influence, namely argument. "Unnatural" mental influence in the form of magic has its own rules, usually stated within the effect itself.

## Prayer

A *prayer action* outside of
the usual social combat framework is
needed to secure the attention of a
god (or possibly even of a demon).

Roll (Charisma + Performance) at a
difficulty of (7 - the Resources value
of the sacrifice). **Priests** may reduce
the difficulty by 1.

Sacrificing sentient beings has an
effective Resources value equal to
the combined permanent Essence of
all victims (mortal humans have an Essence score of 1, even if they can't use it).

A successful prayer means that the
deity understands the prayer and is
inclined to provide subtle help.
Possibly going so far as using Charms
in the case of a terrestrial god.

Botching offends the god and
requires a sacrifice with a Resources
value of the god’s Essence (max 5).

### Priests

Anyone officially ordained by a suitable temple (or directly by the divinity in question, if it happens)

Zenith, Midnight and No-Moon Exalts are considered priests by default.
Clear Water Prana

As flowing water erodes dirt to reveal what lies buried beneath,
so does the Essence of the Princes of the Earth wash away attempts
at concealment to reveal what lies hidden. When this Charm is
activated, the Dragon-Blood’s Essence washes out over an area with
a radius no bigger than her Essence in yards. The released Essence
glows briefly whenever it encounters anything that has been deliberately
hidden. The Charm cannot locate items that have simply
been lost. Instead, someone must have deliberately hidden each
item. Also, there is no guarantee that any items discovered will be
relevant to the current investigation. Therefore, if the Charm is used
at the scene of a murder, it might reveal the victim’s stash of opium
hidden under a floorboard or her jewels locked up in a concealed
wall safe. The Charm will not detect items concealed on someone’s
person, nor will it reveal items hidden by Celestial-level Charms
or sorcery. Items concealed through lesser magic can be detected
if the Dragon-Blood’s player succeeds in a resisted (Perception +
permanent Essence) roll against the Essence of the individual who
used the concealing magic.

Source
*Manual of Exalted Power: Dragon-Blooded* p. 165
Distracting Breeze Meditation

Keywords
Leader 4
This Charm allows the Air Aspect to cause the wind itself to
aid in his attempts at infiltration by disturbing and distracting those
who might notice his passage. The wind might tickle the ear of a
listener, cause a torch to gutter or go out, or blow papers off a desk.
Regardless, the result is a minor environmental effect, incapable
of damaging anyone or anything, which nevertheless is potentially
distracting to those nearby. The Dragon-Blood can continue to
trigger distracting effects for the duration of a scene. For one mote
of Essence, the Charm adds two automatic successes to any Stealth
roll made against a single target. Each additional mote spent allows
the Dragon-Blood to distract one additional target at the same time,
up to a maximum number of targets equal to the Exalt’s permanent
Essence. Therefore, if the Dragon-Blood spends three motes of Essence,
he can add two automatic successes to any rolls made against
up to three people, but if he encounters five people in a search party,
he would not get the automatic successes against two of the five.
The Charm cannot add more than two automatic successes to a
single roll, no matter how much Essence is spent.

Source
*Manual of Exalted Power: Dragon-Blooded* p. 137
Dashiell Sices du Sices

## STUFF

LOYAL SUBJECT OF L'EMPEREUR.

Friendly towards the church. (They're useful!) But keeps it under wraps, because l'Empereur frowns on such things.

Courtier, fop, professional schmooze. Also makes gads of coin for the family by schmoozing the right people. Again. And Again, if necessary.

1. ↑ except when planning his death
Leaden Eel Clan

Emerging from the aftermath of the catastrophe that struck the world, the Leaden Eel claims to be an ancient religion that is only just now coming to public awareness. Seen as a bewildering cult from those outside the Clan, the agents of the Leaden Eel are often misunderstood and dismissed for madmen. However, some are attracted to the mystery of their faith and have found its adherents insightful if obtuse. Said to be founded by the Daimyo Sakkaku before any Great Clan made its mark on the earth, the Eel Clan's Daimyo is genderless and faceless, and many think that this "individual" is simply another exercise in confounding logic, established by the members of this Clan.

## The Mystery of the Eel

* Impermanence is the only true nature of all things.
* That which is named, can be. That which is named can be unnamed, and cease to be.
* To understand the nature of the world and achieve harmony, we must strive to see that which is true beyond the obscuring veil of the world.
* To accept what the eye sees, or what the ear hears is to deny the nuance of existence.

## Families within the Leaden Eel

 * *None*
Kiho

Somewhere between the spells of shugenja and the martial
techniques practiced by bushi, the strange elemental abilities
known as Kiho are almost exclusively the province of Kuniumi’s
monastic orders, and are poorly understood by virtually
everyone else. While many Kiho represent what an individual
is capable of doing when the body and mind exist in a state
of spiritual harmony, some represent feats that can only be
described as superhuman. Some among the Brotherhood of
Shinsei have described Kiho as “stepping stones to enlightenment,”
and there may be some truth to that; if they are secrets
of the universe that are opened up as one approaches the
state of enlightenment, then it could explain why so many
seek that near-mythical state with such fervor and devotion.

## Air Kiho

### Air Fist

Ring/Mastery
Air 3
Type
Internal
Perhaps the most basic of all Kiho, Air Fist allows a monk to
channel the energy of the wind and lend its speed to his strikes.
While this Kiho is active, as long as the only attacks you make
are unarmed attacks, your Initiative Score is increased by +5.
If you make any other type of attack, the effect is immediately
canceled. The damage of all unarmed strikes made while this
Kiho is active is reduced by an amount equal to your Air Ring.
This effect ends after a maximum of one day.