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== Introduction == One of the basic tenets of the Exalted systemarguably ''the'' most important tenetis that the player always matters. No matter how grand the villain's scheme or how great a disaster looms over Creation, a sufficiently skilled player character always has an opportunity to stop them. The White Wolf authors came a long way toward accomplishing this ambitious goal with the release of Second Edition, when they introduced the comprehensive mass combat and social combat systems. No longer did the Storyteller have to decide the fates of clashing armies or the player characters' ability to win hearts and minds through arbitrary rolls and circumstantial judgment calls: these things could now be definitively resolved within the system, and (just as importantly) they were given a rich assortment of Charms with which they could be as effective at leading armies or persuading people as they could at individual combat. However, there was one conspicuous area in which the player had no apparent influence. While the player characters could annihilate whole armies on the battlefield and win the loyalty and obedience of powerful individuals, they could not wage extended wars or win the loyalty and obedience of a nation, let alone do things like cure an epidemic or improve a nation's standard of living. The system simply did not support national-scale actions like these. The authors, recognizing this as a problem in a game about god-kings destined to reshape the world, attempted to remedy this with the Mandate of Heaven system. How well did they succeed? To be blunt, not at all. The dice rolls the system calls for are of the most abstract sort, with only a tenuous connection to events within the game. You don't wage wars; you roll (Military+War) against another dominion and figure out for yourself how the war effort is going. You don't fight epidemics, youwell, it's unclear what you do, since MoH completely lacks the Medicine Ability. As if that wasn't bad enough, most of the society-shaping charms you would expect to have a major impact on the system (Harmonious Academic Methodology, Foul Air of Argument Technique, and so on) have no effect at all, while the Mandate charms intended to complement the system are little more than glorified Excellencies. The end result is a more-or-less useless mess that provides no mechanical support, leaving the Storyteller to adjudicated the results based on his own personal whims. The sad truth is that ultimately, the player still does not matter. That is where this system comes in. The Game of Kings was conceived as an answer to the failed Mandate system, which aims to replace its vague narrative suggestions with concrete and readily interpreted mechanics. Through application of this system, it will be possible for the player and Storyteller to carry out full-blown military campaigns against rival nations, transform a starving Third World nation into a kingdom of enlightened prosperity, rescue an empire from the scourges of disease and famine, and even restore the people of Creation's faith in and loyalty to the Solar Exalted--all supported by a system as robust and definite as that used in physical or social combat. == Concept ==

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Page 1: Exalted Game of Kings

== Introduction ==

One of the basic tenets of the Exalted system—arguably ''the'' most important tenet—is that the

player always matters. No matter how grand the villain's scheme or how great a disaster looms

over Creation, a sufficiently skilled player character always has an opportunity to stop them.

The White Wolf authors came a long way toward accomplishing this ambitious goal with the

release of Second Edition, when they introduced the comprehensive mass combat and social

combat systems. No longer did the Storyteller have to decide the fates of clashing armies or the

player characters' ability to win hearts and minds through arbitrary rolls and circumstantial

judgment calls: these things could now be definitively resolved within the system, and (just as

importantly) they were given a rich assortment of Charms with which they could be as effective

at leading armies or persuading people as they could at individual combat.

However, there was one conspicuous area in which the player had no apparent influence. While

the player characters could annihilate whole armies on the battlefield and win the loyalty and

obedience of powerful individuals, they could not wage extended wars or win the loyalty and

obedience of a nation, let alone do things like cure an epidemic or improve a nation's standard of

living. The system simply did not support national-scale actions like these. The authors,

recognizing this as a problem in a game about god-kings destined to reshape the world,

attempted to remedy this with the Mandate of Heaven system.

How well did they succeed? To be blunt, not at all. The dice rolls the system calls for are of the

most abstract sort, with only a tenuous connection to events within the game. You don't wage

wars; you roll (Military+War) against another dominion and figure out for yourself how the war

effort is going. You don't fight epidemics, you… well, it's unclear what you do, since MoH

completely lacks the Medicine Ability. As if that wasn't bad enough, most of the society-shaping

charms you would expect to have a major impact on the system (Harmonious Academic

Methodology, Foul Air of Argument Technique, and so on) have no effect at all, while the

Mandate charms intended to complement the system are little more than glorified Excellencies.

The end result is a more-or-less useless mess that provides no mechanical support, leaving the

Storyteller to adjudicated the results based on his own personal whims. The sad truth is that

ultimately, the player still does not matter.

That is where this system comes in. The Game of Kings was conceived as an answer to the

failed Mandate system, which aims to replace its vague narrative suggestions with concrete and

readily interpreted mechanics. Through application of this system, it will be possible for the

player and Storyteller to carry out full-blown military campaigns against rival nations, transform

a starving Third World nation into a kingdom of enlightened prosperity, rescue an empire from

the scourges of disease and famine, and even restore the people of Creation's faith in and loyalty

to the Solar Exalted--all supported by a system as robust and definite as that used in physical or

social combat.

== Concept ==

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The central conceit of the Game of Kings is that of the dominion as character. Unlike mass

combat or social combat units, which function as little more than equipment to enhance their

commander's actions, dominions can be said to have a personality all their own. (After all, who

ever heard of a sword or suit of armor that rose up against its owner?) Every society has its own

social mores and its own ideas about its place in the world. A wise leader factors these

eccentricities into his policies, since ignoring them can lead to the kind of resentment that sparks

revolutions.

The rules for resolving political actions within the system are modeled off of those used for

combat between Exalts. All actions, from social attacks to public works projects to wars, are

resolved within a tick-based system much like that used for physical and social combat. Just as

the Exalted depend on their Essence pools to fuel their magic, from anima powers to artifact

attunement to the casting of sorcery, so too do dominions depend on their treasuries to finance

many of their actions. Even the Charms of the Exalted have an analogue, referred to as

Constructions, which enhance the dominion's capabilities in various ways.

== Mechanics ==

Intended as it is to describe virtually anything which can take place on a dominion scale, the

details of the Game of Kings system are far too complicated to present on a single page. For

ease of reference, the mechanics are divided into the following categories:

*Dominion Traits and Concepts

**[[Basic Terminology]]

**[[Numeric Traits]]

**[[Non-Numeric Traits]]

*Basic Mechanics

**[[Dominion Actions]]

**[[Dominion Dramatic Rules]]

**[[Treasury]]

**[[Dominion Social Combat]]

**[[War Mechanics]]

**[[Terrain Effects]]

*[[Constructions]]

*Supernatural Powers

**[[Modified Charms]]

**[[New Charms]]

**[[Other Powers]]

== Acknowledgements ==

The Game of Kings borrows heavily from the fanwork that inspired it, DMoonfire's Scroll of the

Lands project. (Our original discussion of the SotL system may be found

[http://forum.mfgames.com/index.php?board=23.0 here].) Due credit goes to him for (among

other things) introducing the Territory trait and the concept of Constructions, integrating

dominion Magnitude and mass-combat Magnitude onto the same continuous scale, and providing

the forum on which most of the early refinement of the system took place. Credit also goes to

Page 3: Exalted Game of Kings

oakthorne (a.k.a. Joseph Carriker, co-author of the original Mandate of Heaven) for suggesting

Talents as the dominion equivalent to motes, as well as Black Razor, coranis, Lord Heru, and

uteck for their invaluable feedback.

Basic Terminology

==Dominion==

A self-governing political entity. While it is generally assumed that a dominion is a politically

recognized group of people with definite boundaries--a village, a principality, a kingdom--the

term can be applied just as readily to any group capable of exerting large-scale political

influence. The Guild qualifies, as would the Great Houses of the Scarlet Empire if they chose to

act independent of the Realm they rule.

Note that "self-governing" does not necessarily mean "independent." A principality may govern

its internal affairs, and hence qualify as a dominion, but it remains part of a larger kingdom to

which it is subservient. Such a component dominion is referred to as a '''child dominion.''' For

the most part child dominions are irrelevant to the political actions of the '''parent dominions''' to

which they belong, and can be safely ignored for the purpose of actions which do not directly

target them.

Child dominions should not be confused with tributaries or protectorates, nominally independent

dominions which happen to be under the influence of a more powerful dominion. Such

dominions are always treated as seperate entities, and are generally kept in line by the threat of

military force or some other form of blackmail.

== Administrator ==

The individual who leads the dominion and declares its actions. In most dominions, to obtain the

privilege of leadership one must compete with other prospective rulers. This requires an

extended and contested ([Charisma or Manipulation]+Socialize) roll from all participants, with

bonus successes equal to each character's Backing. Each roll is treated as a Speed 6

miscellaneous action. If the current administrator is protecting his position from a usurper, he

must do so as an admin action. (The administrator is always considered to have Backing 5 with

his own dominion.) When one individual gains threshold successes over all other candidates at

least equal to the dominion's permanent Loyalty, that individual becomes the new administrator.

Note that these rules do not apply when there is only one viable candidate: for example, the heir

to the throne in a monarchy with rigid rules of succession. In such cases, the individual simply

becomes administrator with no roll required.

Some dominions possess multiple administrators, generally in the form of a ruling council or

legislature. Each administrator possesses equal power (though some members of the council

may be more influential than others), and so group consensus is necessary for any action to take

place.

== Construction ==

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A political asset or tool of the dominion. Constructions grant the dominions that possess them

advantages beyond the basic capabilities granted by their Abilities and Attributes, from faster

transportation to mass-produced magical goods to a populace that is exceptionally resistant to

disease.

For more detailed information on Constructions, please look [[Constructions|here]].

== Locale ==

A place of significance within the dominion. The Locale is the basic unit of measure for a

dominion's physical size. For calculation purposes, it can be treated as a square measuring 20

miles on a side, giving it a Territory of 10. The Locale concept is loosely based on the Waypoint

system the Fair Folk use to describe their journeys within the Wyld. Though less necessary in

Creation, where distances and locations remain far more stable, it remains a good model for the

relationships between places of importance. There are also deep geomantic similarities between

the arrangement of Waypoints in the Wyld and demesnes in Creation, making it a useful

geomantic model as well.

Besides its most obvious use as a mathematical tool to calculate distances and areas in a

dominion, the Locale serves as a convenient unit for political actions. All demesnes occupy a

single Locale, as do most major cities. (Under natural conditions, a single Locale will not have

more than one demesne. Additional demesnes may be created with dedicated geomantic effort,

however, as was the case with many First Age cities.) For this reason the smallest-scale

Constructions occupy a single Locale, and the progress of a military campaign may be tracked by

which Locales each dominion controls. Finally, natural properties of the Locale such as terrain,

climate, and the presence of demesnes, the Wyld, or shadowlands can have a major impact on

the prosperity and habitability of the dominion.

Numeric Traits

==Magnitude==

The number of people who are governed by a dominion. A dominion's Magnitude is measured

on the same scale used for mass combat and social combat units, shown below:

{|border="1" cellpadding="1" cellspacing="1" style="border-collapse: collapse;"

| '''Magnitude''' || '''Number of members'''||'''Maximum specialties'''||'''Magnitude''' || '''Number of

members'''||'''Maximum specialties'''

|-

| 0 || 1 || 3

| 15 || Up to 640,000 || 6

|-

| 1 || 2-10 || 3

| 16 || Up to 1.2 million || 6

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|-

| 2 || 11-75 || 3

| 17 || Up to 2.4 million || 6

|-

| 3 || 76-150 || 3

| 18 || Up to 5 million || 6

|-

| 4 || 151-300 || 3

| 19 || Up to 10 million || 6

|-

| 5 || 301-650 || 4

| 20 || Up to 20 million || 7

|-

| 6 || 651-1250 || 4

| 21 || Up to 40 million || 7

|-

| 7 || Up to 2500 || 4

| 22 || Up to 80 million || 7

|-

| 8 || Up to 5000 || 4

| 23 || Up to 160 million || 7

|-

| 9 || Up to 10,000 || 4

| 24 || Up to 320 million || 7

|-

| 10 || Up to 20,000 || 5

| 25 || Up to 640 million || 8

|-

| 11 || Up to 40,000 || 5

| 26 || Up to 1.2 billion || 8

|-

| 12 || Up to 80,000 || 5

| 27 || Up to 2.4 billion || 8

|-

| 13 || Up to 160,000 || 5

| 28 || Up to 5 billion || 8

|-

| 14 || Up to 320,000 || 5

| 29 || Up to 10 billion || 8

|}

As a rule of thumb, a group should have at least Magnitude 3 in order to qualify as a proper

dominion. Smaller groups simply cannot support the infrastructure necessary to act as a self-

governing political entity.

Page 6: Exalted Game of Kings

Much as high Essence ratings imply great power among Exalts, a high Magnitude tends to make

a dominion politically powerful. Larger dominions can support much larger militaries, and

generally have much more money to finance their activities, which naturally makes them much

more intimidating to smaller dominions. However, high Magnitude can be a disadvantage at

times: the bureaucratic infrastructure required to oversee a large society can be quite expensive,

and projects that seek to improve the society at the national level can take a long time to

implement.

==Territory==

The amount of land the dominion actively controls. In many ways a sister trait to Magnitude,

Territory allows the players and Storyteller to distinguish populous but cramped dominions (such

as Nexus) from expansive but thinly populated dominions (such as the Haslanti League), rather

than lumping these very different dominions together as "large." The Territory trait is measured

an exponential scale, just like Magnitude:

{|border="1" cellpadding="1" cellspacing="1" style="border-collapse: collapse;"

| '''Territory''' || '''Square miles'''||'''Territory''' || '''Square miles'''

|-

| 0 || 0

| 15 || Up to 20,000

|-

| 1 || Less than 0.25

| 16 || Up to 40,000

|-

| 2 || Less than 1

| 17 || Up to 80,000

|-

| 3 || 1-3

| 18 || Up to 160,000

|-

| 4 || 4-7

| 19 || Up to 320,000

|-

| 5 || 8-15

| 20 || Up to 640,000

|-

| 6 || 16-30

| 21 || Up to 1.2 million

|-

| 7 || 31-75

| 22 || Up to 2.4 million

|-

| 8 || 76-150

| 23 || Up to 5 million

|-

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| 9 || 151-300

| 24 || Up to 10 million

|-

| 10 || 301-650

| 25 || Up to 20 million

|-

| 11 || 651-1250

| 26 || Up to 40 million

|-

| 12 || Up to 2500

| 27 || Up to 80 million

|-

| 13 || Up to 5000

| 28 || Up to 160 million

|-

| 14 || Up to 10,000

| 29 || Up to 320 million

|}

While high Territory does not translate directly into political power the way high Magnitude

does, an abundance of land does imply an abundance of farmland, mineral resources, and

demesnes. Such dominions often make a substantial profit from agricultural and mineral

exports, and they can easily support their populations through all but the worst famines. On the

other hand, the sheer size of such a dominion produces problems of its own: information

disseminates slowly across such great distances, and physical Constructions such as a national

highway system can take a long time indeed to complete.

==Attributes==

The dominion's raw prowess at one broad class of activities. The three Attributes used by

dominions are the same as those introduced in the original Mandate of Heaven system, albeit

fleshed out and modified for greater mechanical utility. As with character Attributes, no

Attribute may have a rating greater than 5 or less than 1.

===Government===

The power and complexity of the bureaucracies that support the administrator. Rather than

simple effectiveness, this Attribute measures the infrastructure devoted to the dominion's

government: how many people it employs, how well-funded its civil projects are, and so on. A

Government 1 dominion either has little government to speak of (such as the Marukani Alliance)

or has a weak government with little power over its citizens. A Government 5 dominion has a

powerful bureaucracy which is able to implement the administrator's decisions with no

significant resistance.

Government is used for most rolls that involve the direct intervention of a civilian government

agency, such as the dominion's rolls to quarantine or cure an epidemic. It is also used for

internal government affairs, such as audits to reduce wasteful bureaucratic infighting.

Page 8: Exalted Game of Kings

===Culture===

The sophistication of the dominion's customs and social traditions, as well as the level of

influence it exerts over other cultures. A dominion's Culture rating reflects the availability of

artisan-made goods, the quality of its popular literature and plays, the availability of privately

owned universities and parks, and so on. A Culture 1 dominion may be a new community which

has not yet developed its own customs, a primitive nation dominated by backwards traditions

like cannibalism, or an autocratic state which discourages individual expression, but in any case

its society is looked down upon by other dominions. A Culture 5 dominion is known across

Creation for the depth and richness of its culture, leading other dominions to imitate its customs

and trends.

Primarily social in nature, Culture is used for all actions which involve persuading or reforming

the society as a whole: festivals to placate the masses, social attacks to build Accords of loyalty,

cultural Constructions which seek to impose some taboo or mandate some behavior, and so on.

In addition, it can represent the quality and effectiveness of the folk traditions people use to get

by in the absence of direct government intervention: a dominion resists the spread of disease

with Culture (representing folk remedies, taboos regarding interaction with outsiders, and so on),

though the roll to treat the epidemic requires Government.

===Military===

The organization and general effectiveness of a dominion's military infrastructure. While high-

Military dominions often keep massive standing armies, such as the Realm's legions, such is not

always the case. Dominions with high Military and low Government may simply have a large

number of well-trained militias, who can be brought together as an effective fighting force in

times of war. A dominion with Military 1 may be a pacifistic nation with no national army, or it

may have a tangled, inadequately funded military bureaucracy that cannot effectively mobilize

itself. A dominion with Military 5 is a well-oiled military machine, able to quickly mobilize its

troops and effectively coordinate them in the field.

Obviously the primary use of Military is during a war, where it can be used to detect the buildup

of troops in another dominion, quickly mobilize its troops into battle, and ensure that they are

adequately supplied. It also represents the effectiveness of the dominion's police, spy forces, and

other agencies tasked with maintaining order and protecting national security.

==Abilities==

Specific capabilities of a dominion within a narrower field of activity. While dominions use the

same 25 Abilities that characters do, each Ability's meaning is altered to reflect its role as an

organizational aptitude rather than an individual skill. As with character Abilities, no Ability

may have a rating greater than 5.

Also like characters, a dominion may possess specialties within an Ability to add dice to certain

rolls or raise certain static values. The smallest dominions are limited to 3 specialties per

Ability, though as Magnitude rises the increasingly robust government bureaucracy allows for

Page 9: Exalted Game of Kings

greater specialization. For every 5 dots of Magnitude a dominion possesses (rounded down), the

maximum number of specialties it may possess increases by one. Regardless of how many

specialties it possesses, however, they may never add more than 3 dice to any roll or to its MDV

calculations; such specialization represents breadth of focus rather than depth. On the other

hand, the dominion MAY apply more than 3 specialties to Magnitude- or Territory-based static

values. (For example, a Magnitude 17 dominion with Sail 1 could purchase up to six Naval Unit

specialties to increase its navy to Magnitude 7, representing a large but poorly-trained marine

force.)

For the purpose of bonus point costs, all Abilities are treated as non-Favored.

===Archery===

The degree of specialized training the dominion's soldiers have in the use of bows, crossbows,

and similar long-range weapons. Members of the standing army and reserve forces receive a

number of additional bonus points equal to the dominion's Archery score, which may only be

spent on Archery or Archery specialties.

===Athletics===

The general physical fitness of the dominion's citizens. The standing army and reserve forces

receive a number of additional bonus points equal to the dominion's Athletics score, which may

be spent on Athletics, Dodge, Resistance, and related specialties.

===Awareness===

The dominion's ability to detect threats and emerging trends, both within its territory and from

other dominions. Awareness is used to detect the onset of a growing epidemic or the buildup of

armies in a hostile dominion.

===Bureaucracy===

The dominion's Bureaucracy covers matters relating to internal organization of the government,

the passage of official regulations and laws, and economics. Bureaucracy is used to detect and

weed out corruption within the government, enforce sanitation standards and building codes, and

engage in trade wars against other dominions. It also indicates the complexity and formality of

the government, determining how difficult it is to rise to a position of power.

===Craft===

The heart and soul of industrial economies, Craft measures the dominion's ability to produce

specific products. All dominions have access to the five elemental Crafts, which pertain to the

following sorts of goods:

*Air: Glassware, jewelry, technical equipment, similar high-precision items

*Earth: Brick and stone buildings, roads, stone fortifications

*Fire: Forged weapons and armors, ceramics

*Water: Leather and other treated products, drugs

*Wood: Ships, wooden buildings, carved wooden goods, fabric, clothing

Page 10: Exalted Game of Kings

A dominion's rating in a particular Craft indicates the infrastructure available to produce that sort

of good, as well as the typical quality of that good. A dominion may also have a rating in more

exotic Crafts such as Craft(Magitech) or Craft(Genesis), representing dedicated factory-

cathedrals or similar large-scale workshops, provided it possesses the normal prerequisite

Abilities. The dominion's rating in these Crafts may not exceed its Lore rating.

===Dodge===

This Ability represents the dominion's ability to relocate in times of crisis. The dominion uses

Dodge to determine how quickly and cleanly it can evacuate citizens from a natural disaster area,

transfer the offices of government in the face of an invasion force, or (in the case of actual

mobile dominions such as the Delzahn city-ship) physically move out of reach of hostile forces.

===Integrity===

The stubbornness and traditionality of the dominion. A dominion with high Integrity can more

easily resist attempts by other dominions to alter its culture or economy.

===Investigation===

The dominion's ability to uncover secrets, both from other dominions and from its own citizens.

Investigation is the basis of a dominion's spy network, and is also used by police forces searching

for the perpetrators of crimes against the state.

===Larceny===

The government's control over organized crime within the dominion, and/or the level of

infrastructure devoted to such activities within its own bureaus. While dominions with no

Larceny rating still have crime, such acts are almost always either individual acts such as

pickpocketing and murders of passion or the activities of independent crime syndicates which

operate beyond its control. Dominions with high Larceny are skilled at employing thieves'

guilds, assassins, and other extralegal operatives to pursue their agendas beyond the boundaries

of the law, and often have agencies within their governments specifically devoted to such

activities. The Ability is used to determine the dominion's skill at such activities, from stealing

rare artifacts from a rival dominion's armories to assassinating the leader of a reformist

movement within its own borders.

===Linguistics===

The number of languages in which the dominion can efficiently perform diplomacy and trade

with other dominions. Each dominion has a native language, which is the default language used

for all official administrative actions and internal commerce. Each dot of Linguistics indicates

that the dominion is fluent in one additional language, allowing it to perform economic and

cultural actions in that language without penalty.

===Lore===

The degree of education the dominion provides to its citizens. Dominions with high Lore have

many libraries and universities, and produce many of the finest scholars and administrators. As

with characters, a dominion with Lore 0 is assumed to be essentially illiterate, with the vast

majority of its population relying on oral traditions.

===Martial Arts===

Page 11: Exalted Game of Kings

The degree of specialized training the dominion's soldiers receive in barehanded combat and

related techniques. The standing army and reserve forces receive a number of additional bonus

points equal to the dominion's Martial Arts, which must be spent on Martial Arts or Martial Arts

specialties.

===Medicine===

The medical infrastructure of the dominion. A high Medicine rating indicates large numbers of

clean hospitals with well-trained staff, who often have access to advanced thaumaturgical

treatments. Medicine is used to combat plagues, mass poisonings, and similar dominion-wide

ailments.

===Melee===

The degree of specialized training the dominion's soldiers receive in hand-to-hand weapon

combat. The standing army and reserve forces receive a number of additional bonus points equal

to the dominion's Melee, which must be spent on Melee or Melee specialties.

===Occult===

The dominion's access to artifacts, thaumaturgy, sorcerors, and other sources of supernatural

power. Occult is used to determine how easily the dominion can influence the spirits within its

borders, how easily it can erect manses or mass thaumaturgical wards, and how many

supernatural beings are in its direct service.

===Performance===

The dominion's skill at persuasion through dramatic expression, both in the government and in

society at large. The dominion's Performance indicates the overall quality of its theaters,

authors, and musicians, and is used for cultural actions made through these media as well as

diplomatic actions based on showy displays or theatrics rather than political authority.

===Presence===

The dominion's skill at persuasion through force of personality or authority. Commonly

employed by religious organizations, Presence is used for both cultural actions based on moral

authority and diplomatic actions based on political authority or shows of force.

===Resistance===

The development of the dominion's sanitation infrastructure, as well as the general hardiness of

its population. The dominion uses Resistance to contain and fight off epidemics, and to survive

the scourges of poison and starvation.

===Ride===

The dominion's ability to handle and train mounts of all sorts, as well as the infrastructure to

support those mounts. Dominions with high Ride have dedicated schools of horsemanship and

government-sponsored breeding programs. The Ability is also the basis of the horse-based

messenger systems used in some countries. In addition, Ride indicates the military strength of

the dominion's cavalry units. A dominion has a maximum Magnitude of cavalry units equal to

its (Ride+Cavalry Unit specialties) in the standing army. Cavalry units in both the standing army

Page 12: Exalted Game of Kings

and reserve forces receive bonus points equal to the dominion's Ride, which must be used to

raise Ride or Ride specialties.

===Sail===

The dominion's harbors, dry docks, and other infrastructure related to sailing vessels of all sorts.

While rare among landlocked nations, the dominion's Sail applies to airships, dunerunners, and

other piloted vehicles as much as to water-based ships. A dominion has a maximum Magnitude

of naval units equal to its (Sail+Naval Unit specialties) in the standing army. Naval units in both

the standing army and reserve forces receive bonus points equal to the dominion's Sail, which

must be used to raise Sail or Sail specialties.

===Socialize===

The government's understanding of the dominion's social customs and popular opinions.

Socialize is used to calm a dominion that is suffering from high Unrest, as well as for most

actions in which the government seeks to directly alter some aspect of the dominion's culture.

===Stealth===

The dominion's ability to hide those secrets it does not wish its political enemies to discover.

Stealth is used to impede the efforts of spies within its infrastructure, to protect the existence and

location of secret weapons, and to conceal back-door political alliances from those who would

wish to interfere.

===Survival===

The dominion's ability to survive on its own resources. Survival is used to determine how well

the dominion can sustain its population without imports, as well as its ability to live off the land

in times of crisis. It is also used for rolls related to the movement of a military force or civilian

population through potentially difficult wild terrain. Finally, it is the basis of an agricultural

economy, used to determine how well it can feed its own population and how much income it

receives from exporting food.

===Thrown===

The degree of specialized training the dominion receives in the use of thrown weapons such as

slingshots and javelins. The standing army and reserve forces receive a number of bonus points

equal to the dominion's Thrown, which must be spent on Thrown or Thrown specialties.

===War===

The dominion's preparation for and general competence at military conflict. War is used in

almost every aspect of a military campaign, from the initial mobilization of troops to the

resolution of battles. A dominion has a maximum total Magnitude of troops equal to its

(Military+War+military unit specialties).

== Virtues ==

The general temperament of a society, as reflected in their social mores and customs. The

Virtues serve much the same function in political combat as they do in social combat, aiding the

dominion in resisting influence contrary to its core morals while making it more amenable to

Page 13: Exalted Game of Kings

suggestions that directly support those morals. A dominion may channel its Virtues like a

character, spending a point of Loyalty to add a number of dice equal to that Virtue to a single

action. The dominion recovers one channel in each Virtue at the end of a year, and these bonus

dice are not cumulative with any gained from the administrator's own Virtue channels.

As a dominion descends into chaos and anarchy, its dominant Virtues come to the forefront. A

dominion gains Unrest when its administrator attempts to act against its primary Virtue. (The

dominion's primary Virtue is the one with the highest rating. If the dominion has two or more

highest Virtues at the same rating, the Storyteller selects which Virtue is primary.) When

enough Unrest has built up to cause a Revolution, the extreme behavior that follows occurs in a

manner appropriate to that Virtue. A brief description of the consequences of Revolution is

given in the description of each Virtue.

===Compassion===

The dominion's desire to help the needy and oppressed. High-Compassion dominions are

notable for their generous social welfare programs and willingness to accept refugees from other

dominions.

When a Revolution occurs, a high-Compassion dominion will ignore the commands of its

administration, and possibly its own better judgment, in order to do what it sees as "the right

thing." This could mean unseating a particularly cruel and oppressive tyrant, laying down their

arms at the height of a war they consider pointless, or withdrawing inward to tend to their own

needy citizens.

===Conviction===

The dominion's determination and passion in pursuing its desired goals. High-Conviction

dominions tend to orient their governments and cultures around fulfillment of their Policy, be it

the conquest of a region or the absolute acceptance of a religious philosophy, and often have

fiery demagogues for leaders.

When a Revolution occurs, a high-Conviction dominion becomes obsessed with its Policy past

all bounds of reason. Order breaks down as overzealous military units launch skirmishes against

the armies of other nations, or religious fanatics carry out witch hunts against those they deem

heretics.

===Temperance===

The dominion's desire for a stable, ordered society. High-Temperance dominions are somber,

serious societies that place great importance on propriety and tradition. Socially enforced caste

systems are common in such places.

When a Revolution occurs, a high-Temperance dominion will isolate itself by pulling all its

attention and resources inward. It will withdraw from conflicts in progress, remove support from

its allies, and reject all advances by outsiders seeking or offering aid.

===Valor===

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The dominion's dedication to courage and honor through battle. While many high-Valor

dominions are belligerent states with a focus on expansion through conquest, others are simply

boisterous societies whose social structure encourages fierce competition. Capital punishment

and other severe punishments are common in such places.

When a Revolution occurs, a high-Valor dominion dissolves in an orgy of violence. This

violence may be primarily directed at its cowardly rulers, its dishonorable enemies, or its

unlucky citizens, but the uprising leads to much bloodshed and destruction in any case.

== Loyalty ==

The society's strength of will. As most political combat is social in nature, this is one of a

dominion's most important traits. Loyalty serves many of the same functions for dominions as

Willpower does for characters: it is used to resist the political and cultural influence of other

dominions, suppress Virtue compulsions, enhance the dominion's rolls with automatic successes

or Virtue channels, and permit the creation of certain socially intensive Constructions. Like

Willpower, Loyalty has both temporary and permanent values; the dominion's temporary Loyalty

may not exceed its permanent Loyalty (except for the effects of Revolution and the rare Exalted

charm), and in no case can permanent Loyalty ever exceed 10. The dominion regains Loyalty

points at the end of every year, rolling its Conviction and adding the resulting successes to its

temporary Loyalty.

Non-Numeric Traits

== Policy ==

The most cherished ideals or driving goals of the dominion. A dominion's Policy functions

much the same as a character's Motivation, and it provides the same defensive benefit against

social attacks that oppose it as a Motivation. If a political attack that opposes its Policy

succeeds, it must spend a point of Loyalty to resist. Should the dominion have no temporary

Loyalty, the dominion still resists the influence--but the strain of doing so increases its Unrest by

an amount equal to its highest Virtue rating. Only in the throes of Revolution, when society's

most basic truths are called into question, can a dominion be forced to take actions that violate its

Policy.

== Accords ==

Political or cultural understandings between the dominion and others. While they often take the

form of political alliances, they can also manifest as informal admiration of a person or group, or

even as outright contempt. (Halta and the Linowan Nations each have a long-standing Accord of

contempt for the other dominion.) Accords serve the same function in social combat as

Intimacies do for individuals, and are just as broad: a dominion could have an Accord toward its

neighbor to the north, its king, gladiatoral combat, or even the art of swordmaking. A dominion

may not have more Accords at any given time than its (Loyalty+Compassion).

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== Unrest and Revolution ==

While not subject to the Great Curse of the Exalted, dominions experience a similar weakness in

the form of Unrest. Much like Limit, Unrest is measured on a 10-point scale, with each point

indicated by a single slash through one of the boxes. When the actions of an administrator

agitate the population of a dominion in certain ways, that dominion risks the buildup of Unrest.

Attempting an action contrary to the dominion's primary Virtue costs the dominion a point of

Loyalty and accrues one point of Unrest, while attempting an action that violates its Policy forces

the player to roll the dominion's primary Virtue and add the successes to the current Unrest total.

At the Storyteller's discretion, certain other socially disruptive actions may also cause Unrest to

accumulate.

When total Unrest reaches 10, the dominion undergoes a Revolution. Similar to a Limit Break, a

Revolution is a period of chaos in which the administration loses control over its own citizens.

When a Revolution begins, the administrator automatically loses legitimacy and must regain it.

All administrator-directed actions, including the roll to reestablish legitimacy, suffer an internal

penalty equal to the dominion's primary Virtue. While the dominion may perform its own

actions (declared by the Storyteller) as appropriate for its highest Virtue, it does so in an

unfocused manner. Its MDVs are calculated without the benefit of the administrator's traits,

though any foreign dominions who wish to manipulate or conquer it suffer the same penalty. On

the other hand, the Revolution stokes the passions of the dominion, allowing it to immediately

gain a number of Loyalty points equal to the rating of its primary Virtue. If gained in this

manner, this can even allow the dominion's Loyalty to exceed 10.

A talented administrator may prevent the dominion's social upheaval from dissolving it into total

anarchy. When a Revolution occurs, the dominion's administrator may make a reflexive

([Charisma or Manipulation]+Bureaucracy) roll at a difficulty of the dominion's primary Virtue.

This roll is not subject to the internal penalty mentioned above, though he also does not benefit

from the dominion's Bureaucracy rating. If successful, his skillful management allows the

government to operate despite the chaos that prevails in the streets. The administrator need not

take an action to reestablish legitimacy, and he may direct the dominion's actions as normal

(though still at an internal penalty). The dominion does not gain Loyalty points when the

Revolution is controlled in this way. This roll must be made once per season, for as long as the

Revolution lasts. If this roll fails at any point, the dominion suffers the effects of an uncontrolled

Revolution as described above.

Ending a Revolution requires a successful ([Charisma or Manipulation]+Socialize) roll as an

admin action. The roll's difficulty starts at (dominion's highest Virtue rating x 2), and decreases

by 1 for each full season that has passed since the Revolution began; as with the roll to retain

control, this does not suffer from the difficulty increase. At the Storyteller's discretion, certain

factors may increase or decrease this difficulty: a Dragon-blood who liberated a heavily

Immaculate dominion from the control of a tyrannical Anathema certainly might benefit from a

substantial difficulty reduction. The Revolution automatically ends if the difficulty reaches zero,

so long as someone currently holds the office of administrator.

== Decimation ==

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Certain large-scale disasters--epidemics, mass poisonings, genocidal military invasions--have the

power to kill a substantial part of a dominion's population. This widespread death is represented

as points of Decimation.

Decimation is tracked on the same 10-point scale as Unrest, and is indicated by an X through one

of the boxes. If the dominion currently suffers from any Unrest it is displaced to the right,

increasing the dominion's current Unrest total. Though Unrest no longer accumulates after

Revolution is triggered, the dominion may continue to suffer Decimation.

When the dominion's Decimation total reaches 10, the dominion loses a dot of Magnitude. Any

Revolution in progress immediately ends, and the dominion's Unrest/Decimation track resets to

zero, though any Decimation suffered beyond the tenth point carries over. A dominion heals

Decimation at the rate of one point per season, though the Magnitude loss it inflicts is permanent.

== Red Tape ==

Though no bureaucracy is perfectly efficient, some are structured more effectively than others.

A dominion's Red Tape rating is a generalized measurement of the excessive regulations,

institutionalized corruption, and low-level infighting that slow a government's actions and render

it ineffective in times of crisis. Mechanically, this rating manifests as an internal penalty to all

non-reflexive actions. Red Tape can never exceed 10, and this penalty cannot reduce a

dominion's dice pool below 1 die.

A certain level of inefficiency is inevitable in most governments, for all things tend toward

disorder over time. Once per season, the dominion reflexively rolls its

(Government+Bureaucracy) at a difficulty equal to (6 - current Red Tape, minimum 1); failure

adds 1 to its Red Tape total. (The most blatant forms of corruption and bureaucratic

incompetence are relatively easy to root out, but the subtler inefficiencies represented by the

lower Red Tape ratings require great skill to correct.) A concerned administrator may address

excessive levels of Red Tape by performing an Audit action, making a

(Government+Bureaucracy) roll at the same difficulty as the previous roll. If successful, the

reform effort reduces the dominion's Red Tape by 1 (to a minimum of zero).

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Dominion Actions Actions within the Game of Kings system are resolved using a tick-based system like that used

for physical and social combat, with each tick equal to a week of in-game time. The range of

actions available to a dominion is vast, from social attacks to military campaigns to national

holidays to the building of manses.

While the administrator's authority allows him to dictate all the dominion's actions, he only has

time to dedicate his personal attention to a few at a time. For this reason, the dominion's actions

can be resolved in two possible ways:

*'''Administrator actions''' (or '''admin actions''' for short) are those that the administrator focuses

his full time and attention toward, allowing him to bring both his personal expertise and the

resources of his dominion to bear. The administrator rolls ([Charisma or

Manipulation]+[administrator's Ability rating+relevant specialties]+[dominion's Ability

rating+relevant specialties]), with the relevant Ability depending on the task at hand. Charisma

is used if the administrator relies on his personal charm or honest passion to accomplish the task

(for example, reducing bureaucratic corruption by selling honest government as a moral and

patriotic imperative), while Manipulation is used if the administrator employs coercion or other

underhanded tactics to get his way (for example, blackmailing or assassinating the most corrupt

bureaucrats). The administrator's effective Ability rating cannot exceed his Bureaucracy score,

though no such cap applies to the dominion's Ability bonus. He may enhance this roll with any

applicable Charms, including Excellencies, and may channel his Virtues to add dice. This is

treated like a normal character action for all purposes, inflicting multiple-action penalties on

other admin actions and reducing MDV as normal. Note that certain actions can only be

performed as admin actions, such as social attacks and the roll for the administrator to defend his

position against a usurper.

In order to perform any admin actions, the administrator must spend at least half of the given

turn working with the bureaucracy to oversee that action. If a given action would require him to

stay out of contact with the administration for more than half of the current turn (a diplomatic

visit to a distant land, for example), he must entrust his dominion to a regent. Actions performed

independently of the dominion are covered by the "Dramatic Action" action, which is described

below.

*'''Non-administrator actions''' (or '''non-admin actions''') are those that the administrator entrusts

to the bureaucracy below him, leaving them to execute his orders so he is free to focus on more

pressing issues. Non-admin actions use a dice pool of (dominion's Attribute rating+dominion's

Ability rating+relevant specialties), and cannot be enhanced with the administrator's Charms or

Virtue channels. On the other hand, they are exempt from some of the disadvantages of admin

actions: they do not suffer from or contribute to multiple-action penalties, and the MDV penalty

associated with that action is reduced by 1 (to a minimum of zero). Their Speed delays the

dominion's next turn as normal. A single dominion may perform up to (Magnitude)

simultaneous non-admin actions.

Most of the actions described below may be performed as either admin or non-admin actions,

depending on how much attention the administrator wishes to devote to them. In such cases the

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listed dice pool is always (dominion Attribute+dominion Ability), with the admin dice pool

derived from the listed Ability. If the listed dice pool is ([Charisma or Manipulation]+Ability),

that action may ''only'' be performed as an admin action.

Actions which are classified as '''reflexive''' are a bit special, in that they can be performed on any

tick and do not interfere with the dominion's other actions. Reflexive admin actions do not suffer

multiple-action penalties or (generally) inflict MDV penalties, and reflexive non-admin actions

do not count against the maximum number of non-admin actions per turn. Most reflexive actions

can be performed as either admin or non-admin actions, though some reflexive actions cannot be

performed by the administrator or require a prior miscellaneous action on his part. Such

exceptions will be noted in the text.

= Deputy Administrators =

Sometimes an administrator is temporarily unable to attend to her dominion's affairs, whether

because she has fallen ill, she is visiting a distant land, or for any number of other reasons. At

other times the administrator lacks expertise in a subject critical to her dominion's well-being,

and requires the assistance of someone more knowledgeable. In both cases the wise

administrator calls upon the assistance of a '''deputy administrator,''' a designated individual who

acts as her surrogate under particular circumstances.

Most deputy administrators are temporary, promoted by the administrator to lend their talents to

one or more of the dominion's actions. Those actions are considered to be part of the same flurry

as the administrator's own actions and suffer corresponding multiple-action penalties, though the

deputy uses his own traits and Charms in place of the administrator's. The deputy's Ability rating

is capped by either the administrator's Bureaucracy rating or his own, whichever is higher, and

he has an effective Backing of 5 for the purpose of defending that action against political

interference (see below).

In addition to these temporary deputies, most dominions also have a designated official who

rules the dominion in the administrator's stead while she is unavailable. This more powerful

deputy administrator, generally referred to as a '''regent,''' assumes all the administrator's duties

and may dictate the dominion's actions for her. He must use his own Bureaucracy rating, but he

gains an effective Backing of 5 for all purposes except the roll to replace the current

administrator. (Though if he attempts to usurp the administrator in her absence, she does not get

a roll to oppose him. For this reason, most administrators only grant this position to those that

they trust implicitly.)

= Multiple Administrators =

Rather than entrusting all decision-making power to one leader, some dominions are ruled jointly

by a council, Deliberative, or similar decision-making body. Since all members of the ruling

body possess equal authority over the dominion's actions, such actions require special rules to

resolve.

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Every turn, one or more members of the body propose a specific agenda for the dominion (which

actions it will take that turn, in what order they will be performed, and whether they will be

performed as admin or non-admin actions). If there are no objections, all actions are resolved

normally. If disagreement arises over a particular action, however, the council must resolve the

matter. The exact rules for doing so depend entirely on the body's governing procedures, and

range from ritual duels to astrological readings, though a simple majority vote is most common.

When the body elects to perform an admin action, it selects one member (generally the one with

the largest dice pool) as the leader. The dice pool rolled equals the leader's normal pool, plus the

dominion's Ability bonus, plus one die for each member that chooses to assist him (subject to the

normal maximum for limited teamwork—see ''Exalted Section Edition,'' page 125). Only the

leader may apply his Charms or Virtue channels to enhance that action. Regardless of who leads

which action, all admin actions in a given turn are treated as part of the same flurry and suffer

appropriate multiple-action penalties.

= Available Actions =

The following list describes virtually all of the actions available to a dominion in political time.

Each action has three values listed in parentheses next to its name: its Speed, the MDV penalty it

imposes on the dominion, and its Cost. The Cost is measured in Talents, and indicates how

much the dominion must spend from its Treasury pool to perform that action.

The following may only be performed as admin actions:

*'''Activate Charm/Power/Combo (Varies/Varies/Varies)''': This functions as described in

''Exalted Second Edition,'' page 142.

*'''Social attack (Varies/-1/0)''': The administrator targets another dominion with a social attack.

The rules for dominion social combat are more fully described below.

*'''Guard (3/-0/0)''': The administrator focuses his full attention on the dominion's social integrity,

leaving all other actions to his subordinates. This is the default action if the administrator does

nothing else.

*'''Study (3/-1/0)''': The administrator studies the culture and policies of another dominion in

order to better persuade them toward a chosen course of action. This functions as the social

action of the same name (see ''Exalted Second Edition,'' page 171).

*'''Dramatic action (5/-1/0)''': The administrator engages in a long-term project unrelated to his

leadership of the dominion. Any long-term action made without the dominion's direct support

falls under this category, from the forging of an artifact to a lengthy journey to a foreign land. In

Storytelling terms, this action can be used to represent any adventure that would require the

administrator to put off his administrative duties for a prolonged period of time.

*'''Flurry (Varies/Varies/Varies)''': The administrator devotes his attention to several actions at

once, sacrificing efficiency for overall productivity.

The following may be performed as either admin or non-admin actions:

*'''Build Construction (3/-1/Varies)''': The dominion begins or continues work on a particular

Construction.

*'''Festival (5/-1/10)''': The government sponsors a dominion-wide celebration to placate and

release the Unrest of its dissatisfied citizens.

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*'''Audit (6/-2/5)''': The government analyzes its bureaucracies for inefficiency, removing the

most inept and corrupt officials from power and streamlining its administrative policies.

*'''War (5/-2/Varies)''': The dominion fields its military forces against one or more other

dominions. The specific results of the military campaign are resolved in war time rather than

political time, though to directly command his armies the administrator must invoke this as an

admin action.

*'''Miscellaneous action (Varies/-1/Varies)''': The dominion performs an action unrelated to any

of those described above, from forging weapons for its armies to assassinating its enemies to

treating an epidemic. When not explicitly listed, assume the action has a Speed of 5 and a Cost

of 0.

= Political Interference =

When a powerful character is unable to get his way through official channels, he may exert his

authority over lesser officials or call in favors owed to him to alter the government's actions. To

do so, he must have at least one dot of Backing or Connections in the government. The character

and administrator each roll ([Charisma or Manipulation]+Bureaucracy), adding a number of

successes equal to their Backing or Connections rating. This is a miscellaneous action for the

character and a reflexive one for the administrator. (If the dominion is ruled by a council, the

usual teamwork bonus applies.) The character may attempt to conceal his efforts with a prior

miscellaneous action, rolling (Manipulation+[lower of Socialize or Bureaucracy]) against the

administrator's (Intelligence+Awareness+2); success prevents the administrator from detecting

the power play, reducing his dice pool to zero, though he still gains the automatic successes from

Backing.

Should the character win, he either forces the dominion to perform a single non-admin action of

his choice on its next turn, or sabotages one of the dominion's current actions. In the latter case,

each net success imposes a –1 external penalty on the dominion's roll. If the targetted roll was

part of an extended project (such as the building of a Construction), and his remaining successes

equal or exceed the dominion's Government after cancelling all the dominion's successes, he may

choose to terminate the project and negate all accumulated successes.

Dominion Dramatic Rules == Assassination/Kidnapping/Theft (Larceny) ==

A dominion may employ its intelligence agencies and affiliated criminal organizations to kill or

capture a political enemy, steal valuable items from a rival dominion, and perform similar illicit

activities. Assassination and kidnapping attempts require a miscellaneous action and a

(Military+Larceny) roll, opposed by the target's (Wits+Survival). The dominion's difficulty

increases if the target takes measures to protect himself: +1 if he constantly stays on the move,

+1 if he employs skilled bodyguards to protect him, an additional +1 if he employs truly elite

bodyguards or those with minor supernatural powers (such as bound First Circle demons or

elementals), and so on. If the dominion gains more successes, the target is successfully captured

or killed.

An organized robbery likewise requires a (Military+Larceny) roll, opposed by

(Wits+Awareness) if the item is held by an individual or (Military+Awareness) if it is held by a

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dominion. As with assassinations, the dominion's difficulty rises if the object is especially well-

protected: placing it within a well-guarded military base adds +2 difficulty, while the heavily

fortified underground armories of Lookshy could add +4 or more. At the Storyteller's discretion,

especially large objects may increase the difficulty further or render the attempt impossible:

there's no way to steal an airship or warstrider without drawing notice. (Creative use of stunts or

magic can change this, of course, and a sufficiently skilled character should always have the

option of fighting his way out.)

Note that these rules were intended for subtle, small-scale acts of murder and theft. A dominion

that doesn't care about subtlety may simply send an army to kill a target or defeat the forces

guarding an item, though in that case it must defeat all defenders in battle. If the attempt targets

an Exalt or similar being of power, or a person or object under the Exalt's protection, the

Storyteller is strongly encouraged to resolve the event in play. If stealth is possible, the

dominion may choose to conceal its involvement in the act by adding 1 to the difficulty. To

identify the dominion as the culprit, an observer must successfully roll

(Perception+Investigation) with a difficulty equal to the threshold successes on the Larceny roll.

== Tracking Down Individuals and Groups (Investigation) ==

When a fugitive from the law or political enemy tries to escape the dominion's punishment, it is

sometimes necessary to organize a manhunt to bring them to justice. The dominion rolls its

(Military+Investigation) once per week in an extended, contested roll against the target's

(Wits+Survival). The dominion may seek to track down a group of people instead of an

individual; in such a case, the dominion receives one bonus successes per three dots of

Magnitude the group possesses (rounded down). The Storyteller may grant the target bonus

successes if he takes extraordinary measures to conceal his identity—completing transforming

his appearance via sorcery would add two bonus successes, for example—or grant the dominion

bonus successes if he blows his cover in a particularly conspicuous way. Once either party gains

five successes over the other, the manhunt is over. If the dominion wins, it has pinpointed the

target's location and may attempt to kill or capture him as normal. If the fugitive wins, his trail

has gone cold and the dominion cannot attempt to track him unless he somehow exposes himself

again.

== Uncovering State Secrets (Investigation/Stealth) ==

Every government has certain secrets which it wishes to remain hidden from its enemies. When

a dominion uses its spy network or military reconnaisance forces to uncover such a secret, it rolls

(Military+Investigation) as a miscellaneous action against the target dominion's

(Military+Stealth). The Storyteller may award bonus successes to the Investigation roll if the

thing being concealed is particularly large or difficult to hide. As a rule of thumb, every three

dots of Magnitude (in the case of hidden populations) or Territory (in the case of secret areas),

rounded down, adds one success. Conversely, if the target dominion takes extraordinary

measures to keep the secret secure, the Storyteller may impose an external penalty on the

Investigation roll.

== Detecting Threats (Awareness) ==

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While the dominion's Investigation is useful for deliberate inquiries into its situation or that of its

neighbors, it must rely on Awareness to react to sudden or unexpected threats. Whenever such a

threat presents itself--be it an approaching army, a hurricane, or a saboteur attempting to poison

the water supply--the dominion rolls its (Culture+Awareness) as a reflexive non-admin action.

The difficulty of the roll depends on the nature and suddenness of the threat. In the case of

deliberate sabotage, the saboteur must oppose the dominion's successes with his own

(Intelligence+Stealth) roll to remain hidden. If the dominion scores at least as many successes as

the saboteur, his plans are discovered and thwarted. An invading army is difficulty 1 unless the

unit travels through sufficiently dense terrain, such as thick forest or mountains, in which case

the commander may attempt to conceal its movements in the usual way (see ''Exalted Section

Edition,'' page 163). A natural disaster has its own Difficulty to Detect rating, a few examples of

which are provided in the table below. In the event that the threat requires evacuation from the

area (see below), the dominion has a number of days to do so equal to its threshold successes on

the Awareness roll.

== Mass Evacuation and Migration (Dodge/Survival) ==

A large population is not easily moved, even by a government that knows what it's doing. When

a natural or supernatural disaster is about to strike an area, the dominion may make a concerted

effort (as a reflexive non-admin action with a -2 DV penalty and a Cost of 20 Talents) to save as

many people as it can via evacuation. For each full day of preparation before the disaster strikes,

the dominion makes a (Government+Dodge) roll. The total successes rolled indicate the

Magnitude of the population that is successfully evacuated. If this total equals or exceeds the

population of the affected area, no Decimation is suffered (though random individuals may still

fail to be rescued, and physical Constructions will likely be damaged). If the dominion's

successes fall short, or there is simply no time to evacuate, then it must survive the disaster as

best it is able with a reflexive (Culture+Survival) roll against the disaster's Severity (see sidebar).

Each threshold success on this roll reduces the levels of Decimation the disaster inflicts by one,

to a minimum of zero.

{| class="wikitable" align="right" style="background: #ADF6BA; border: 4px solid rgb(0, 0, 0);

margin: 0em; padding: 0.5em;" width="35%"

| <center>'''Sample Natural Disasters'''</center>

|-

|{{:Sample Natural Disasters}}

|}

If the disaster that forced the evacuation lasts less than a week, such as a hurricane or Wyld

storm, the dominion may return the evacuees to their homes with no further rolls required.

However, if the threat renders return impossible for a longer period—for example, because a

hostile army has sacked their city—the evacuated population must live off the land until they can

find a safer place to settle. Use the "Foot/cart" travel rates from ''Exalted Second Edition,'' page

264, when calculating long-term movement. The dominion must roll to forage food from the

countryside every action (see below), lest it risk starvation on its long journey.

== Enduring Famine (Resistance/Survival) ==

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In order to survive on its own resources, a dominion requires the equivalent of (Magnitude x 2)

Talents of food every season. If the dominion's effective ([Survival + Agriculture specialties] x

Territory) total is at least equal to (Magnitude x 2), the dominion's farms and herds are assumed

to automatically provide for its needs. If circumstances bring this total below (Magnitude x 2),

however, the dominion must import food from other dominions (with a total cost equal to the

number of Talents by which it falls short) in order to fight off famine. If the dominion cannot

purchase sufficient imports--whether because of a funding shortfall, a siege by a hostile military,

or simple geographic isolation--or it simply chooses not to, it must succeed at a

(Government+Resistance) roll every 5 weeks thereafter in order to effectively ration what little

food remains. This roll begins at standard difficulty, but the difficulty increases by 1 for every 5

weeks thereafter. (In order to benefit this roll, the administrator must have taken a miscellaneous

action at the beginning of that turn.) The current difficulty can never exceed the number of

Talents by which the dominion falls short, though any shortfalls from subsequent seasons are

cumulative. A successful roll merely postpones the inevitable, while failure inflicts two levels of

Decimation as the dominion's citizens slowly starve to death. The dominion's ordeal only ends

when it purchases enough food to completely cover its food shortfall, including any shortfall

from subsequent seasons (if the famine lasts that long), though any lesser amount of imports will

help to reduce the difficulty of the roll in the meantime.

As an alternative to merely waiting out a famine, a dominion can forage the countryside in order

to harvest what wild game and plants are available. The dominion rolls (Government+Survival)

as a miscellaneous action with a difficulty equal to half the dominion's Magnitude, rounded up.

While this roll's difficulty does not increase over time, any penalties that apply to the dominion's

(Survival+Agriculture specialties) total apply as external penalties to the roll. If the roll succeeds

the dominion avoids starvation until its next action, and each threshold success reduces the

dominion's cumulative shortfall by one Talent. If it fails, the dominion must roll to resist famine

as normal. Either way, the dominion's desperate focus on survival forces it to give lower priority

to all other concerns, imposing a -2 external penalty on all other non-reflexive actions until its

next turn.

== Surviving Epidemics and Mass Poisonings (Medicine/Resistance) ==

When a dominion is first exposed to the vector of a contagious disease, it reflexively rolls

(Culture+Resistance) as a non-admin action with a difficulty equal to the disease's Virulence.

Success means the dominion's taboos and sanitation infrastructure prevent an outbreak. Failure

causes it to blossom into a full-blown epidemic, and forces adjacent dominions to make the same

roll to keep it from spreading.

Once the epidemic has begun, the dominion reflexively rolls its (Culture+Resistance) at the

beginning of each action, with a difficulty of the disease's Untreated Morbidity. (This may be

performed as an admin action, representing quarantines and similar passive methods of

containing the disease, provided that the administrator took a miscellaneous action on the

previous turn to concentrate on the problem.) If the roll succeeds, the dominion suffers no

damage and the next roll is made at –1 difficulty. If it fails, the dominion suffers one level of

Decimation and the next roll is made at +1 difficulty. These difficulty increases and decreases

are cumulative, though in no case can the total difficulty exceed the dominion's Magnitude (or, in

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the case of extremely small dominions, the disease's natural Morbidity). When the difficulty is

reduced to 0, the epidemic has run its course and can no longer inflict damage.

A dominion can control the disease somewhat through a medical treatment campaign, taking a

miscellaneous action (Cost 5) and rolling its (Government+Medicine). If this action succeeds,

the Morbidity roll is made against the disease's Treated Morbidity, and the difficulty will not

increase due to a failed roll during that action. A basic failure has no other effect, but a botch

causes the dominion's citizens to become outraged at its incompetence in the face of national

disaster, earning it a point of Unrest.

Mass poisonings use the same basic rules, except that the Resistance roll is made against the

poison's Toxicity rating, only a single Medicine roll is required (at a difficulty equal to the

poison's Damage), and there is no Virulence roll. The poison automatically stops inflicting

damage after a number of weeks equal to its Damage, minus one week per threshold success on

the Medicine roll (minimum one week).

== Mass-Producing Items (Craft) ==

When a dominion wants to produce large quantities of an item (most commonly weapons, armor,

or vessels for its armed forces), it does so as an extended roll of (Government+relevant Craft).

The difficulty is the same as for crafting an individual specimen of that item (see ''Exalted

Second Edition,'' pages 133-134), while the cumulative difficulty equals (Magnitude x Resources

cost). The dominion may choose to manufacture superior-quality versions of the item, in which

case the difficulty and effective Resources cost are increased accordingly. As with characters, a

dominion may not create items with a Resources cost higher than its (Craft+appropriate

specialties) rating. The Treasury cost depends on the item's Resources cost; see the

[[Treasury|Treasury]] rules for more details.

A dominion may also mass-produce artifacts, using rules similar to the manufacture of mundane

items. Each roll represents one season of continuous work, with a cumulative difficulty equal to

(Magnitude x Artifact rating x 2). Due to the magical materials and exotic ingredients required

for their production, artifacts tend to cost much more to produce than their mundane

counterparts. As with characters, a dominion must have Craft, Lore, and Occult ratings of 3 or

higher to mass-produce level 1-3 artifacts. Level 4 artifacts can only be produced by a dominion

in command of a functional factory-cathedral, while Level 5 and N/A artifacts cannot be mass-

produced.

NOTE: These figures assume that the dominion's available labor force is significantly larger than

the number of objects being produced. If for some reason the dominion's Magnitude is smaller

than the Magnitude of objects manufactured, the Storyteller may choose to account for the

limited workforce by adding the difference to Magnitude when calculating cumulative difficulty.

For example: ''A Magnitude 7 city famous for its high-quality steel is tasked with forging suits of

lamellar for a neighboring empire's Magnitude 9 army. Because the city's Magnitude is 2 less

than the quantity of goods manufactured, and lamellar armor costs Resources 3, the cumulative

difficulty becomes ([9 + 2] x 3) = 33.

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Treasury A dominion's finances are its lifeblood, for without income a state cannot maintain its

bureaucratic infrastructure or bankroll new Constructions. The state of a dominion's Treasury is

a reliable indicator of its overall health, for a dominion that cannot afford its own upkeep hardly

has the means to deal with invading armies and other disasters, let alone attempt Constructions to

improve its infrastructure or standard of living. The ebb and flow of income is modeled in much

the same way as the expenditure and recovery of Essence by Essence-users, and like Essence is

tracked through an abstract unit known as a Talent. (For scaling purposes, a Talent can be

considered roughly equivalent to a low Resources 5 purchase.)

= Basic Income and Expenses =

A dominion's income comes primarily from the prosperity of its citizens, since greater wealth

means more tax money. This wealth comes in two main forms: agricultural exports (represented

by Survival) and manufactured goods (represented by the various Crafts). As agriculture is an

inherently land-intensive activity, requiring vast tracts of farmland to be profitable on a national

scale, it is tied to Territory: each action, the dominion receives a number of Talents equal to its

[(Survival + Agriculture specialties) x Territory]. A dominion's industries depend far more on

the number of people performing them than on land area, and so they are tied to Magnitude; the

dominion gains additional Talents each action equal to its [(sum of Crafts + Manufacturing

specialties) x Magnitude]. Outside of taxation, it can also gain Talents through tribute from

dominions under its control, loans from more prosperous dominions, and various other sources,

though no universal rules govern these transactions.

On the other side of the ledger, a dominion must pay certain expenses just to sustain itself as a

state. The larger and more robust the dominion's civil and military bureaucracies are, the greater

the cost to keep them running. Thus, basic upkeep costs a number of Talents per action equal to

([Government + Military]/2 x Magnitude). If the dominion cannot or will not pay this cost, the

dominion accumulates a point of Unrest every week as the engines of government grind to a halt

and anarchy takes over. If Unrest reaches 10 in this state, the Revolution that follows cannot be

controlled by the administrator. During uncontrolled Revolution, the dominion neither pays

these expenses nor gains income from taxes; until order is reestablished, it is a political and

financial nonentity.

Besides these basic costs, the dominion must also pay for the maintenance of its completed

Constructions and the ongoing creation cost of Constructions in progress. Failing to pay creation

costs results in either the delayed completion or the outright cancellation of the Construction,

while failing to pay maintenance costs will generally result in the degradation and eventual loss

of the Construction. Certain other dominion actions that require large-scale expenditure on the

government's part, such as the Festival action and the forging of new weapons for an army, also

require the expenditure of Talents. Finally, there are miscellaneous expenses such as tributes and

interest on loans, which again fall outside the scope of these basic rules.

{| class="wikitable" align="right" style="background: #ADF6BA; border: 4px solid rgb(0, 159,

64); margin: 0.5em; padding: 0.5em;" width="100%"

| <center>'''Convenience vs. Realism'''</center>

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|-

|{{:Convenience vs. Realism}}

|}

= Treasury Pool =

While the national treasury of a dominion is vast by the standards of individuals, even the wealth

of a nation has limits. An elaborate system of guarded vaults and auditors is required to secure

and track the finances of a large dominion. This system may be stretched to the breaking point if

the dominion hoards its money for too long, as its vaults fill to capacity with currency and its

overworked auditors find it impossible to account for the movement of all that wealth--or find it

trivial to syphon it into their own pockets.

A dominion's capacity to control its wealth is represented by its '''Treasury Pool'''. This pool

equals the dominion's ([Government + 5] x Magnitude x 2) Talents, plus any bonus gained from

Constructions.

= Sample Costs =

== Manufacturing Costs ==

By default, a dominion may be assumed to have as much Resources 1 equipment--short swords,

buff jackets, any basic arrow type--as required to staff its troops and civilian personnel. Should a

dominion desire more expensive equipment for its troops, however, or should it desire superior

versions of its existing equipment, it must manufacture them using the rules described on

[[Dominion Dramatic Rules|this page]]. (It may instead contract another dominion to

manufacture these items, should it lack the expertise to do so itself, though the contracted

dominion will generally charge a heavy premium for its trouble.) The Talent cost for each roll is

dependent on both the Resources cost of the item and the total Magnitude of items to be

manufactured, as listed below:

*'''Resources 2''': (Magnitude/3, rounded up)

*'''Resources 3''': (Magnitude)

*'''Resources 4''': (Magnitude x 3)

*'''Resources 5''': (Magnitude x 10)

Attempting to manufacture fine-quality equipment increases the Talent cost by one half, rounded

up, while excellent and perfect equipment raises the base Resources cost as normal. Fine-quality

Resources 1 equipment has a Talent cost equal to (Magnitude/5).

These rules are intended solely for items produced in bulk quantity. Should a dominion wish to

manufacture an individual specimen of an item, it may do so as a reflexive action using the

normal rules. Items worth Resources 1-4 carry no Talent cost, while a Resources 5 object costs

one Talent for the entire creation process.

=== Manufacturing Artifacts ===

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Though superficially similar to the production of mundane items, the manufacturing of artifacts

is vastly more expensive and resource-intensive. Between the magical materials, exotic

ingredients, and advanced workshops required to create them, producing large quantities of a

powerful artifact can be quite draining on a dominion's treasury.

For artifacts of level 1-3, the base manufacturing cost is equal to that of an item with Resources

cost two dots higher than its Artifact rating. (Mass-produced daiklaves, for example, are

effectively Resources 4, and thus cost (Magnitude x 3) Talents to manufacture.) Level 4 artifacts

can only be mass-produced by dominions with a functional factory-cathedral, in which case each

roll costs (Magnitude x 30) Talents.

As with mundane objects, a dominion could instead finance the construction of an individual

artifact as a single reflexive action (though the actual construction process takes as long as

normal). Level 3 artifacts cost one Talent, level 4 artifacts cost five Talents, while the rare level

5 artifact costs a dominion 20 Talents.

== Military Campaigns ==

During peacetime, the cost to maintain a dominion's armed forces is accounted for by the

Military component of its basic upkeep costs. When a dominion declares war against another

dominion, however, the process of mobilizing its forces imposes a significant additional expense

on the dominion. When the War action is declared, and every action thereafter until the conflict

is resolved, the dominion must pay a number of Talents equal to twice the total Magnitude of the

armed forces being fielded. (The dominion may reduce this cost by deploying only part of its

troops, though doing so usually puts it at a strategic disadvantage.)

Once paid, the cost of the War action covers all the basic logistic needs of the dominion's armed

forces: food and medical supplies for the troops, feed for a cavalry unit's mounts, and

maintenance of warships are all covered. However, some military tactics incur additional costs

that fall outside a unit's normal supply and maintenance expenses. In the case of reusable

equipment, such as ballistae and other siege weaponry, the dominion must manufacture sufficient

quantities of that item prior to distributing them to the troops. If the resource in question is a

consumable item, however, such as grenades or firedust fuel for flamepieces, the dominion may

resupply their forces as an unrolled reflexive action at the beginning of its turn. The cost to do so

equals the Talent cost of a single manufacturing roll. (As with equipment, Resources 1

consumables are a trivial expense that are automatically covered by the cost of the War action.)

Each purchase pays for five batches of the consumable item or five uses of the weapon which it

fuels.

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Dominion Social Combat As waging war is expensive and draining on all parties involved, it is in the realm of persuasion

and intimidation that most political conflicts take place. Social combat between dominions uses

most of the same rules as social combat between individuals or groups (see ''Exalted Second

Edition,'' pages 171-175), though some modifications are required to reflect the vastly increased

scale.

= Dominion MDV =

A dominion's MDV is calculated based on its administrator's, as his cutting rebukes or steadfast

stubbornness supports his administration's position. So long as the administrator actively

oversees his dominion, its base Dodge MDV equals ([Administrator's Willpower +

administrator's (Integrity + specialties) + dominion's (Integrity + specialties)]/2), while its base

Parry MDV equals ([Administrator's Charisma or Manipulation + administrator's (Presence,

Performance, or Investigation + specialties) + dominion's (Presence, Performance, or

Investigation + specialties)]/2). In the event that the dominion is currently without a leader, such

as during a Revolution, the dominion's Dodge MDV becomes (Loyalty+Integrity+specialties)

and its Parry MDV becomes (Culture+[Presence, Performance, or Investigation]+specialties).

The dominion's Accords, Virtues, and Policy modify these values as normal, as do penalties from

actions taken in the current turn.

While high-Magnitude dominions still enjoy an advantage over smaller dominions, the sheer

scale of the interaction greatly diminishes the effect. For every three dots by which its

Magnitude exceeds that of the opposing dominion (rounded down), the larger dominion adds one

success to its social attacks and subtracts it from its opponent's social attacks. As usual, this

bonus/penalty cannot exceed +/-3. In addition, the dominions' MDVs are adjusted based on the

prestige afforded by their relative Culture ratings. This modifier is mechanically identical to the

modifier for relative Appearance (see page 172).

= Social Attack Effects =

Successful social attacks against a dominion have the effects described in ''Exalted Section

Edition,'' pages 173-174. A dominion may resist a successful social attack by spending one point

of Loyalty. A dominion need not spend more than two Loyalty to resist influence in a single

turn, though there is otherwise no limit to how quickly its Loyalty can be drained over successive

turns.

There is no such thing as unnatural mental influence in dominion social combat. Certain charms

may force the dominion to spend more than two Loyalty in a single turn, but the dominion may

ignore all other social attacks during that action--including other charms--without spending

Loyalty.

A dominion must spend Loyalty to resist social attacks that directly oppose its Policy. Even

when the dominion's temporary Loyalty is exhausted, however, it still resists the influence--but

instead of spending Loyalty, it gains points of Unrest equal to its primary Virtue. (This cost need

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only be paid once per turn.) Only during a Revolution, when its stable social structures and

moral certainties are in collapse, can a dominion be forced to act against its own Policy.

= Creating and Destroying Accords =

Sometimes an administrator may wish to instill an abiding love (or contempt, as the case may be)

for something in his own dominion's cultural consciousness. The roll to establish a new Accord

is treated as a social attack for timing purposes, though the rules for resolving the roll are

somewhat different. In place of MDV, the dominion subtracts (Willpower/2, rounded down)

from the roll as an external penalty. If any successes remain, it counts as one scene spent

building that Accord. As normal, it takes a number of successful actions equal to the dominion's

Conviction to establish the Accord.

Rather than creating a new Accord, the administrator may decide to eliminate a troublesome

Accord that no longer serves the dominion's purposes. This is mechanically identical to the roll

above, except that each successful use counts as a scene spent weakening that Accord.

It should be noted that much like individuals, a dominion can only have (Compassion+Loyalty)

Accords at one time. If a new Accord pushes the dominion over this limit, it will lose another

Accord of the Storyteller's choosing at the beginning of its next turn. For this reason, the wise

administrator may choose to eliminate an irrelevant Accord in order to allow a more relevant one

to take root.

= Altering Policy =

A dominion's Policy is the bedrock of its cultural identity. Though dominions can and do change

their Policy, doing so is an immensely difficult process that can only be attempted in the midst of

a Revolution, when the dominion's cultural values and certainties are thrown into disarray. Each

step in the process is represented by a ([Charisma or Manipulation]+Socialize) roll against the

dominion's MDV, which is treated as a social attack that may be only be performed once per

turn. The attack suffers the usual -3 external penalty for directly opposing Policy, though the

dominion will not automatically spend Loyalty to resist. (It may choose to do so if the new

Policy opposes a valued Accord, however, or if it is a controlled Revolution and the

administrator chooses to resist.) The process is complete once the roll has succeeded a number

of times equal to the dominion's permanent Loyalty, at which point the new Policy replaces the

previous one.

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War Mechanics War is a fact of life in the Age of Sorrows. Whether they are fought for wealth, survival, or the

greater glory of their gods, wars redraw the dominions of Creation and shift the balance of

power. With the forces of the Neverborn and the Yozis amassing their own armies to challenge

the defenders of Creation, the fate of the next Age will soon be written on a thousand battlefields

across Creation.

= Battle-Scale Warfare =

The exact rules used to resolve a military campaign depend on the scale and level of detail the

Storyteller wishes to devote to that war. Some Storytellers may wish to detail their players'

glorious heroism in every battle they fight. Others may wish to resolve individual battles

quickly, but still track the war's progress by the major cities each side holds and the damage it

has inflicted to the opposing dominion. And still others may view a given war as a mere

stepping stone to a greater conflict, and resolve it in a few rolls within normal political time. To

accomodate this, a dominion can wage a war at three different levels: battle-scale warfare, unit-

scale warfare, and dominion-scale warfare.

At its finest resolution, the Storyteller may portray the war as a series of skirmishes and mighty

battles between the opposing dominions' armies, each of which deserves the players' full

attention. The clash of armies is resolved using the mass combat rules described in ''Exalted

Second Edition,'' pages 163-169. While these rules cannot by themselves determine how much

territory each dominion controls or how well it deals with hostile terrain, they integrate easily

into the unit-scale warfare mechanics described below. A Storyteller could use those mechanics

to track the overall progress of the war, and adjust the starting Endurance and health levels of

each unit as its movements demand, but use the normal mass combat rules rather than the quick-

resolution rules to resolve the battles themselves.

= Unit-Scale Warfare =

Of course, a military campaign is more than the sum of its battles. Wars are complicated,

sprawling affairs, and the lay of the land often plays a major role in the final outcome. At this

scale, the Storyteller tracks the progress of the war via the status of the legions, navies, etc.

fighting for each side.

== Battle Resolution ==

It would be impractical to resolve every skirmish in a drawn-out military campaign via the

normal mass combat rules, which make for long battles even under the best of circumstances. To

quickly resolve minor encounters and allow the players and Storyteller to focus on the truly

important battles, combat at this scale is conducted via a simplified quick-resolution system. All

units use the same basic traits (Drill, Close Combat Attack, etc.) as they do in normal mass

combat, though a unit's current Magnitude and Endurance points may need to be adjusted based

on its recent activities. Notable differences from standard mass combat include the following:

=== Join War and Speed ===

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As in normal mass combat, all unit commanders roll ([Wits + War] - Magnitude) at the start of

battle. If a unit wields ranged weapons, their distance advantage makes it easier to strike first.

Add one die for every 50 yards of Range, rounded up, though only if the unit actually performs a

ranged attack on its first turn.

Regardless of the results, all units begin battle on the same tick. Instead of its usual role, Join

War determines the order in which each unit acts. The commander with the most successes

gains the benefits of attacking first: any Magnitude loss inflicted on a unit with fewer successes

is recorded prior to that unit's first action, while his unit retains its original Magnitude against all

attacks during that tick. If the unit manages to destroy a unit with fewer Join War successes by

reducing its Magnitude to 0, the target unit cannot retaliate at all. On the other hand, the first

unit's actions do reduce its DV against those later attacks. For this reason, a unit may choose to

act after any other unit with equal or fewer successes. In the event that two units roll the same

number of successes, their actions are resolved simultaneously as normal (see ''Exalted Second

Edition,'' page 141).

By concealing itself with appropriate cover (see ''Exalted Second Edition,'' page 163), one unit

may ambush another to gain the upper hand. Rather than preventing the target unit from

defending itself, a successful ambush prevents it from reacting quickly, reducing its Join War

successes to zero. Actual unexpected attacks may only be performed in battle-scale warfare.

Multiple units may coordinate their movements to flank a unit at the start of battle, however, in

which case each success reduces the target's Join War results ''and'' its DVs against each initial

attack by 1.

Should the battle last beyond the initial exchange of attacks, each unit's next action is determined

by its weapon Speed as normal. If two or more units once again act on the same tick, order of

attack is resolved in the same way: those with more Join War successes act first, and those with

equal successes act simultaneously.

=== Attack Resolution and Damage ===

Attacks between units are resolved as described in ''Exalted Second Edition,'' pages 166-169,

with three modifications:

First, the unit may only attack a given enemy unit once per turn. The commander may choose to

attack several enemy units as a flurry, but it may not perform multiple attacks against the same

enemy.

Second, each action the unit automatically loses a number of Endurance points equal to the

Fatigue value of its armor. (This replaces the normal roll to check for fatigue.) The commander

may attempt to recover lost Endurance through a Rally action, though the difficulty increases by

1 each time it is attempted.

Third, each success on the damage roll inflicts seven health levels of damage rather than one.

This translates into a dot of Magnitude loss per "health level" inflicted for the vast majority of

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units (which can be assumed to be led by heroic mortals), or a bit less for those led by

supernaturally hardy commanders such as the Exalted.

=== Charm Use ===

The unit commander may freely enhance his Join War roll with any Excellencies or other

instant-duration charms he knows. Once the battle starts, however, he may not enhance his unit's

actions with any charms which have a duration shorter than One scene. These rules were

designed for battles lasting a few hours or more, and a commander who relies heavily on instant-

or short-duration charms will find himself out of Essence long before its conclusion. If the

effects of short-duration charms are important enough to alter the course of a battle, that battle is

probably important enough (and brief enough) to warrant use of the full mass combat rules.

A commander may activate a scene-length charm as a Speed 3 action. He may place this action

in a flurry, in which case its benefits apply to all later actions in the flurry. If the charm provides

defensive benefits, and it is activated on the same tick as the unit is attacked, those benefits only

apply if it rolled at least as many Join War successes as the attacking unit.

Infinite (Ability) Mastery and its equivalents deserve special mention, since they are scene-

length charms which allow extended use of an otherwise instant-duration charm. Once invoked,

these charms allow the commander to freely enhance his actions with the appropriate

Excellencies, though he may not add more dice or successes to a given action than he could

purchase for free.

== Long-Term Movement ==

=== Movement Rates ===

In long-term travel, an infantry unit can cover up to (Stamina - mobility penalty, minimum 1)

miles per hour of marching. If it travels at a relaxed pace equal to five hours of full-speed

marching per day, it need not worry about exhaustion. Otherwise, the unit must check for

Endurance loss as described below. The unit may cover still more ground by taking a Dash

action, increasing its base speed to (Stamina - mobility penalty + 6) miles per hour, though this

greatly increases its rate of Endurance loss.

Cavalry units have a base movement rate of (mount's Stamina x 2) miles per hour, and use the

mount's (Stamina+Resistance) rating in place of the troops' when checking for exhaustion. Like

infantry, cavalry units can travel the equivalent of five hours per day at full gallop before they

have to check for exhaustion, and may Dash to further increase their speed. If the mounts are

themselves armored, the armor's mobility penalty is subtracted from their movement rates as

normal.

Units travelling in ships, dunerunners, and other artificial vehicles base their travel rates on the

maximum speed of their vessels rather than the traits of their crews. Such units do not check for

Endurance loss at all (except perhaps when their movement relies on human muscle power) and

obviously cannot Dash.

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=== Endurance Loss ===

In addition to losing Endurance in battle, an army may become exhausted if it marches for too

long or through particularly harsh terrain. For every six hours of movement, roll the unit's

average (Stamina+Resistance) at a difficulty equal to their armor's fatigue value. The modifiers

from ''Exalted Second Edition,'' page 374, apply to this roll as difficulty modifiers: those factors

which would halve the time between rolls instead add 1 to the difficulty, while those which

would double the time subtract 1 from the difficulty, to a minimum of zero. In addition, for

every full day a unit has gone without resting it adds an additional +1 to the difficulty. (This

penalty completely disappears once the unit has spent at least 6 hours resting.)

If the roll succeeds, the unit suffers no penalty. If it fails, the unit loses one point of Endurance

per success by which it fell short. Dashing adds 1 to the difficulty, and causes the unit to

automatically lose one Endurance point in addition to any loss from failing the roll. Should the

unit be reduced to zero Endurance or below, it suffers a cumulative -1 internal penalty to all

actions for each failed roll. When this penalty equals the unit's (Stamina+Resistance), it can no

longer continue moving and can take no action except to rest as described below.

A unit can recover from the ravages of fatigue by taking a Set Camp action, settling down in one

place to recover its energy. For every three full hours the unit spends resting, it regains one lost

point of Endurance. If it suffers from exhaustion penalties, the unit must first eliminate that

penalty (once again, at a rate of one point per three hours) before it can begin to recover

Endurance. While it rests the unit is particularly vulnerable to ambush, suffering a -2 internal

penalty to its Join War pool on top of any exhaustion penalties it might suffer.

== Other Issues ==

=== Siege Warfare ===

The rules used for laying siege to a city are similar to those for envelopment in battle-scale

warfare. The besieging unit must have a Magnitude greater than the Territory of the target city,

and the attack roll to initiate the siege is made at a -2 external penalty. If the city has any units

outside the walls defending it, it must overcome their Parry DV to begin the siege.

Once it has begun, anyone left inside the city is trapped unless the remaining military units are

able to break through the surrounding army. This requires an attack roll at a -3 external penalty;

if successful, the dominion may roll its (Government+Dodge) to evacuate the civilian population

as described [[Dominion Dramatic Rules|here]]. (Evacuating the entire population requires the

defending units to do this for several consecutive actions, until the dominion has rolled sufficient

successes.). If they are unable to evacuate, the dominion must begin rolling to resist starvation

after five weeks. Should the dominion suffer Magnitude loss due to starvation, any military units

trapped in the city also lose a dot of Magnitude.

=== Engineering the Battlefield ===

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The wise general will often alter the battlefield to his advantage when he anticipates an enemy's

arrival, setting traps and obstacles to hurt or obstruct his enemies. The mass combat effects of

battlefield engineering are described in ''Scroll of Kings,'' pages 112-115. Constructing such an

obstacle requires an extended roll of (Intelligence+War) from the commander, with each roll

representing three hours of work.

The cumulative difficulty depends on the complexity of the earthworks or traps being built, as

well as the Magnitude of the opposing force. The most basic earthworks, such as berms that

provide a height advantage to the defenders, require (Magnitude) successes. Clear-cutting a

forest and sharpening the stumps to create a field of stakes would require (Magnitude x 2)

successes. Especially complex traps, such as multiple large-scale dropfalls or a field planted

with firedust mines, might require (Magnitude x 3) successes or more. If the Magnitude of the

unit constructing the obstacles is less than the Magnitude of the opposing unit, the Storyteller

may account for its smaller labor force by adding one to the opposing unit's effective Magnitude

for each dot of Magnitude difference. (For example: If a Magnitude 6 army was constructing a

field of stakes to slow a Magnitude 9 legion's progress, it would require a total of ([9 + 3] x 2) =

24 successes to complete the obstacle.)

If the obstacles are built entirely from locally available materials, the construction process costs

nothing. The unit's soldiers provide the labor force, and the unit can be assumed to carry basic

tools like axes and shovels for just such occasions. However, if the obstacle requires unusual or

prefabricated components, such as the aforementioned firedust mines, the unit must have

previously been supplied with such components. Such components have a Talent cost of their

own, which is provided [[Treasury|here]].

=== Reconnaissance ===

It is typical for an army to send out a few fast, lightly armed scouts to gather useful information

on an enemy unit. A unit commander may at any time send out a few of his troops as a scouting

party to study an enemy unit. After it has intercepted the enemy unit it wishes to study, the

commander of the scouting party rolls (Perception+[lower of Awareness or War]) as a dramatic

action lasting three hours, in order to obtain relevant information about the opposing unit. If the

unit being observed is marching at the time, the roll suffers a -2 external penalty. A basic

success allows the commander to identify the target unit's commander, standard weapons and

armor, particularly conspicuous artifacts or other equipment the unit is carrying (such as a

warstrider or trebuchet), and allows him to estimate the unit's Magnitude to within plus or minus

one dot. Two successes allows him to estimate the unit's Drill and Morale to the same accuracy.

Three successes allow him to determine exact values for all these traits, and also gives him a

good idea of the army's overall combat prowess (as represented by its Close/Ranged Combat

Attack and Close/Ranged Combat Damage statistics) and current Endurance, again to within plus

or minus one dot. With five or more successes, he deduces the exact values for these traits as

well, and his observations allow him to make subtler deductions about the unit: he may notice

that the unit's training exercises focus heavily on performing a specific kind of battlefield

maneuver, for example.

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While the scouting party may attempt multiple rolls in order to gather better information (subject

to the usual penalty for multiple attempts), it must stay hidden in order to avoid drawing the

attention of the much larger opposing force. When the scouting party makes contact with the

enemy, and every three hours thereafter, its commander must roll (Wits + Stealth - Magnitude)

against the enemy commander's (Perception + Awareness - Magnitude). If the enemy

commander wins, the scouts have been detected and must attempt to escape, lest they be killed

before they can relay their observations back to the unit commander.

=== Recovering Magnitude ===

In order for a unit to recover Magnitude via reinforcements (as described in ''Exalted Second

Edition,'' page 169), the dominion must maintain a reserve force with Magnitude at least 2

greater than that of all currently fielded units. Otherwise, the dominion simply does not have the

manpower to spare.

If the unit cannot count on reinforcements, or if it cannot wait several days to recover lost

Magnitude, its commander may appeal to the population of a friendly child dominion in the area,

asking for its aid in driving off the dominion's enemies. The child dominion must have a

Magnitude greater than the final Magnitude the unit wishes to recover. The commander rolls

(Charisma+Performance) with a difficulty equal to his unit's current Magnitude. For each

threshold success, the unit may recover an additional dot of Magnitude as civilian volunteers step

in to fill the ranks. This process takes (final Magnitude x 3) hours, and may not increase the

unit's size beyond (child dominion's Magnitude - 1). Since the volunteers are untrained, each dot

of Magnitude gained in this fashion reduces the unit's Drill and Closed/Ranged Combat Attack

ratings by 1 each (though Closed/Ranged Combat Attack may not be reduced to less than half the

dominion's relevant Ability rating). Should the unit suffer Magnitude loss in subsequent battles,

however, these penalties are reduced accordingly, until the unit returns to its original Magnitude

and Drill/attack ratings.

Alternatively, the commander may simply ask for reinforcements to recover health levels of

damage sustained on the battlefield, without recovering Magnitude. In that case the difficulty is

only half the unit's Magnitude (rounded up), the process takes (unit's Magnitude) hours, and the

unit does not suffer any trait reductions.

= Dominion-Scale Warfare =

Sometimes a military campaign is merely a stepping-stone to some greater conflict, a rearranging

of pieces for tactical advantage against a more formidable dominion. When the Storyteller

wishes to resolve a war quickly without delving into the fine details of equipment and troop

movements, they may simply use the dominion's own traits to resolve the conflict.

== Campaign Resolution ==

=== Join War and Speed ===

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Unlike the unit-scale warfare model, Join War at the dominion scale functions exactly like its

normal mass-combat equivalent. Each dominion rolls (Military+Awareness), with their starting

ticks determined by the successes on this roll. (This may be performed as a reflexive

(Intelligence+Awareness) roll by the administrator, though only if he had already declared war as

an admin action.)

The "ticks" used in this model are the same week-long ticks used to track dominion actions,

though the dominion's military actions take place independent of its political actions. In order to

take any action other than Guard, the dominion must have previously declared the War action on

its turn. If the administrator wishes to lend his skill or that of his generals to the campaign, he'll

need to declare it as an admin action. (He may do so prior to the Join War roll, however, if he

anticipates a conflict in the near future.) All attacks occur as Speed 5 actions.

=== Attack Resolution ===

Military campaigns are resolved via an attack roll of (Military+highest of Archery, Martial Arts,

Melee, or Thrown). The target dominion's armies may repel the aggressors with its Parry DV of

([Military+higher of Martial Arts or Melee]/2), though if circumstances require they may also

flee the advancing invasion force to fight another day via its Dodge DV of ([Military+Dodge]/2).

The latter tactic is only used by the truly desperate, since it forces them to give up the territory

they held and leave the civilian population unprotected. A dominion with a supernatural

population, or whose military employs powerful artifacts, may have a Might rating, which

functions identically to its battle-scale equivalent. The dominion's DVs and MDVs remain

entirely seperate: the dominion's military actions do not penalize its MDVs (aside from the -1/-2

penalty for waging war in the first place), and its political actions have no effect on its military

DVs.

Since dominions can only wage war through their armed forces, most wars are direct contests

between two dominions' armies. Accordingly, it is the Magnitude of a dominion's collected

armed forces, rather than the dominion's Magnitude, which is used to determine Magnitude-

based DV bonuses/penalties. A dominion may perform multiple attacks against one or more

dominions as part of a flurry, representing a rapid series of offensives, though this inflicts

multiple-action penalties and lowers its DVs as normal.

If the administrator declares War as an admin action, he or a designated deputy administrator

may devote his full resources to the campaign, increasing the dominion's attack pools and DVs

and allowing him to further enhance them with charms. This is also necessary if he wishes to

personally command a unit in battle (if using the unit-scale resolution model).

=== Damage ===

When a military offensive overcomes the target dominion's DV, its raw damage is equal to the

Magnitude of the dominion's armed forces plus any remaining attack successes. The target

dominion's "soak" equals its Military rating, though this cannot reduce the damage to less than

one die. Any successes on the damage roll apply directly as Magnitude loss to the target

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dominion's armed forces, or as levels of Decimation if targetting the civilian population (see

below).

== Other Issues ==

=== Genocide ===

Some invaders seek not merely to conquer a dominion's armies and claim its resources, but also

to slaughter its people. Such genocidal campaigns generally occur after the dominion's armed

forces have been defeated, since its civilians are easy prey without their defenders. The

dominion can only defend with its Dodge DV, though it does not suffer any DV penalties due to

differences in Magnitude or the dominion's own actions. If the dominion's armies survive they

may defend the civilians from the invaders, adding their Parry DV to the dominion's Dodge DV.

(This occurs automatically, requiring no action from the dominion, though the defenders suffer

all the usual DV penalties. If the attack penetrates the armed forces' DVs but not the dominion's,

the attacker may choose to damage the defenders instead.) If the attack connects, damage is

rolled as described above and any successes are applied as levels of Decimation.

If the invading forces are notably small compared to the dominion they are attacking, the

Storyteller may choose to employ a variation of the comparable-damage rules (see ''Scroll of

Kings,'' pages 40-42) to determine whether they can realistically threaten the dominion as a

whole. If their collective (Magnitude+Might) is no more than 2 less than the dominion's

Magnitude, they are powerful enough to directly attack and inflict Decimation on the dominion.

If their (Magnitude+Might) is between 3 and 5 less than the dominion's Magnitude, they are a

limited threat: they cannot directly inflict Decimation on the dominion, though they can still

undermine it by attacking its child dominions.

Example: ''A legion of war ghosts with Magnitude 8 and Might 3 is waging a campaign of

genocide against a Magnitude 15 city. Since their (Magnitude+Might) is 4 less than the

dominion's Magnitude, they can only attack its people by attacking a child dominion that it can

target directly--in this case, the Magnitude 13 southern quarter of the city. When the legion has

inflicted enough Decimation on the child dominion to cause Magnitude loss, the city as a whole

suffers levels of Decimation in proportion to the relative size of a child dominion. Because the

southern quarter contained one-fourth of the dominion's population, the unit suffers three levels

of Decimation (one-fourth of 10, rounded up). Since the Magnitude loss decreases the relative

size of the southern quarter, and hence the Decimation its destruction will inflict on the dominion

as a whole, the legion's general moves his campaign to the still-populated western quarter.''

If the invaders' (Magnitude+Might) is at least 6 less than the dominion's Magnitude, they are an

insignificant threat. While they may still attack the dominion's armed forces and destroy its

Constructions, they are simply too small to threaten the safety of the dominion as a whole.

=== Damaging Constructions ===

The concerted effort required to destroy a port, highway, or other Physical Construction is

essentially an inversion of the effort required to create it, though destruction is far easier and

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faster than creation. The dominion targets the Construction as a normal attack. The

Construction does not have a DV of its own unless it is somehow mobile (in which case it

benefits from the dominion's Dodge DV), but any surviving armed forces may defend it with

their Parry DV. Damage is rolled normally, with the Construction gaining soak as normal from

its Military rating. For each success on the damage roll, subtract three successes from the

cumulative total required to build the Construction. When total successes have been reduced to

zero, the Construction is permanently destroyed.

Note that these rules only apply to ''Physical'' Constructions. Cultural or infrastructural

Constructions cannot be physically torn apart or burned down, but must be dismantled through a

deliberate process of political restructuring or social reengineering. For more information, see

the [[Constructions|Constructions]] page.

=== Individual Units ===

At times, a single military unit that is unconnected to any dominion will have a major effect on

the outcome of a war. Whether it is a revolutionary army attempting to lead an uprising against

government forces, a legion of Tiger Warriors bent on conquering a Realm satrapy, or a horde of

hobgoblins invading from the Middlemarches, some special rules are required to account for the

differences between the unit-scale and dominion-scale models. (The Storyteller is strongly

encouraged to restrict these rules to truly independent units. If a dominion wishes to divide and

strategically deploy its forces, it should do so using the unit-scale model.)

Many of the unit's traits must be altered to function at the dominion scale. Drill, Morale,

Endurance, and Close/Ranged Combat Damage serve no purpose, and thus are ignored. In place

of the bonus successes from Close/Ranged Combat Attack, the unit receives bonus dice equal to

the troops' average (combat Ability + specialties). Likewise, the unit's Dodge DV receives a

bonus equal to the troops' average (Dodge + specialties). A unit with Might 1 or greater still

gains the usual benefits of its Might rating.

Attacks made by the unit's commander use the same rules as attacks made by a dominion's

administrator, with raw damage based on the unit's Magnitude as usual. The unit may destroy

Constructions, commit genocide against the people, and otherwise attempt any action a

dominion's forces could attempt.

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Terrain Effects = Terrain Types =

A dominion's culture, and its relationship with other dominions, is heavily influenced by the

environment it inhabits. The Haslanti are nomads largely in response to the harsh tundra where

they live, while the milder and more fertile land of the Blessed Isle allows the Realm to form a

much more stable and stratified society.

While a dominion's terrain can influence it in a number of ways, the most direct impact comes

from its '''terrain modifier.''' This number represents the bonus or penalty imposed on the

dominion's (Survival+Agricultural specialties) total, and influences both the dominion's income

from agriculture and how easily it can avoid famine. A positive terrain modifier signifies fertile

land that yields plentiful crops, while a negative modifier indicates harsh land that is difficult or

impossible to farm. Those cultures that inhabit the harshest environments must subsist on

hunting or fishing the local wildlife, a lifestyle that yields far less sustenance than agriculture.

Almost all of the natural lands within Creation's borders fall into one of the following terrain

types. In addition to its terrain modifier, many terrains impede travel through them, and are

treated as Difficult or Extreme terrain when following the Complex Travel rules (see ''Exalted

Second Edition,'' page 266).

*'''Flood basin''': The richest naturally occurring farmland, found primarily near the banks of

large rivers. Its terrain modifier is +3, and it is treated as Difficult terrain due to the muddy silt.

Unfortunately, the floodwaters which enrich the soil are also something of a danger to those who

harvest them. At the beginning of the Season of Water, any dominion that resides in such terrain

must reflexively roll (Government+Dodge) at difficulty 3. Failing this roll causes it to suffer

Decimation, one level for each success by which the roll fell short. (A dominion with the

Emergency Evacuation Routes Construction automatically succeeds on this roll.)

*'''Prairie''': Grasslands with fertile soil and ample rainfall, which provide excellent crop yields

without the dangers of living in a flood basin. +2 terrain modifier, and treated as Open terrain.

*'''Savanna''': Drier and less fertile grasslands, typically found in the Southern parts of Creation.

+1 terrain modifier, and treated as Open terrain.

*'''Forest''': Although abundant with plant life, the dense trees in such areas tend to draw nutrients

out of the soil and block the sunlight, making farming difficult. -1 terrain modifier, and treated

as Difficult terrain.

*'''Rain forest/Jungle''': The greater density of trees renders agriculture nearly impossible in such

areas, forcing residents to adopt a hunter-gatherer lifestyle or import their food from elsewhere,

and also requires large amounts of clear-cutting to make room for any large-scale construction

projects. -2 terrain modifier, +1 difficulty to Physical Construction rolls, and treated as Extreme

terrain.

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*'''Marsh/Swamp''': In addition to the difficulties caused by dense vegetation, the muddy soil and

stagnant water undermine the foundations of any large structures and provide a breeding ground

for disease-carrying insects and other parasites. -2 terrain modifier, +2 difficulty to Physical

Construction rolls, +1 difficulty to all Virulence rolls to resist the spread of disease, and treated

as Extreme terrain.

*'''Tundra''': The semi-frozen wastelands of the North, notorious for their short growing seasons

and their frozen, rocky soil. -3 terrain modifier, and treated as Difficult terrain.

*'''Desert/Frozen Wasteland''': Despite the difference in their climates, the far reaches of the

Northern and Southern Threshold are very similar in terms of their harsh terrain. Neither

environment has arable soil or significant rainfall, and the harsh temperatures greatly limit the

flora and fauna available for residents to hunt. -4 terrain modifier, and treated as Extreme

terrain.

*'''Mountain''': Similar in many respects to tundra, except that the steep slopes and uneven terrain

provide an even greater challenge to travellers and builders. -3 terrain modifier, +2 difficulty to

physical Construction rolls, and treated as Extreme terrain.

*'''Ocean''': This relatively uncommon terrain type is used to describe the rare dominion which is

based entirely at sea (the Delzahn, for example), as well as island dominions which gain more

sustenance from fishing than from the limited land on their native islands. Such places have a

terrain modifier of -2, and are treated as Open terrain to naval vehicles. Floating dominions

suffer a +3 difficulty increase to Physical Construction rolls, due to the logistical problems

inherent to such places, though island-based dominions do not suffer any additional penalty.

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Constructions = Construction Mechanics =

While high traits may provide a dominion a sizeable advantage over its rivals, it is often the

dominion's choice of Constructions which determine its success or failure. A dominion's

Constructions function similarly in many ways to a supernatural being's charms. Like charms, a

dominion's Constructions often provide it the crucial edge needed to repel an invading army, pull

itself through a desperate famine, win the alliance of its neighbors, or otherwise succeed in just

about any endeavor. That said, the vast majority of Constructions are far less powerful than any

charm. When such a comparison is meaningful, a typical Construction may be considered

equivalent in power to a thaumaturgical Procedure or non-supernatural Merit. (A notable

exception is charm-created Constructions, a few of which are described [[New Charms|here]]).

Creating a Construction requires an extended roll, with a cumulative difficulty based on the scale

and overall difficulty of the project. (It will often be some multiple of Territory or Magnitude for

dominion-wide efforts, depending on whether the area it covers or the population it affects is

more relevant. The individual rolls are usually made at standard difficulty, though particularly

challenging Constructions occasionally have a higher difficulty.) Each roll is treated as a Speed

3 action, and the pool is (Government+relevant Ability). Once the required number of successes

have been reached, the Construction is complete and the dominion gains its benefits beginning

on its next action.

== Presentation Format ==

Being similar in function to charms, Constructions are presented in a very similar format. While

not every feature of a charm writeup is applicable to Constructions (for example, a Construction

has no keywords or fixed duration), they share enough common features that charm writeups

serve as a good general model for interpreting a Construction. The important characteristics of a

Construction are as follows:

*'''Cost''': The price of each Build Construction action during the creation process. This periodic

cost is measured in Talents, representing the physical and logistical resources required to build

the supporting infrastructure. In addition, Constructions that place intense stress on (or require

close cooperation with) the dominion's citizens may also impose a Loyalty cost. (More difficult

or unusual Constructions might instead impose an Unrest or Decimation cost, or even more

exotic prices.) This cost is paid only once, on the first Build Construction action. All subsequent

Build Construction actions carry only a Talent cost, unless the creation process is terminated or

abandoned. Note that multiple iterations of the same Construction are still considered seperate

Constructions, and the cost for each must be paid seperately.

*'''Maintenance cost''': The upkeep cost required for the dominion to continue receiving the

benefits of the Construction. This cost is always measured in Talents, and by default must be

paid every action. (Then again, many Constructions carry a maintenance cost that need only be

paid once per season. The dominion may pay this cost over the course over several actions or all

at once, so long as it is paid in full during those 15 weeks.) As with the creation cost, the

maintenance cost for each iteration of a Construction must be paid for seperately. The

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consequences of failing to pay a Construction's maintenance cost depend on the Storyteller. The

dominion may temporarily lose the Construction's benefits, those benefits may be permanently

degraded in some manner, the unpaid cost may be directly subtracted from cumulative successes

as if the Construction was being dissolved (see below), or some combination of the three may

occur. Note that some Constructions do not have a maintenance cost. Their benefits are

effectively permanent once the creation process is complete, though they are as vulnerable to

dissolution as any other Construction.

*'''Type''': Rather than determining timing rules (all Constructions are effectively reflexive for

that purpose), a Construction's Type indicates its nature and the role it plays within the dominion,

as well as the particular method required to dissolve it. Most Constructions are classified as

either Physical, Infrastructural, or Cultural. ''Physical'' Constructions are, as the name implies,

physical objects or structures. ''Infrastructural'' Constructions are agencies or programs that are

tied to the dominion's governing bureaucracy. ''Cultural'' Constructions are tied to the

dominion's civilian population, and directly affect or influence its people in some way. Aside

from these three primary categories, some Constructions are classified as ''Temporary.'' These

projects, which are Constructions in name only, endow the dominion with some benefit that

persists long after the Construction itself has ceased to exist.

*'''Difficulty''': The total successes the dominion must gain on the extended

(Government+Ability) roll in order to complete the Construction. This number is usually some

multiple of either Magnitude or Territory, depending on whether the number of people it affects

or the area of land it covers is more relevant. By default, the roll to build a Construction is made

at standard difficulty. In the event that the individual rolls have a higher difficulty, that figure

will be listed in [square brackets] next to the cumulative difficulty.

Note that the Magnitude/Territory figure used to calculate difficulty need not equal the entire

dominion's Magnitude/Territory. A dominion may use the rating of one of its subdominions if it

merely wishes for the Construction to benefit that subdominion, reducing creation time and total

cost accordingly, though the dominion as a whole only benefits if the dominion's full rating is

used. Likewise, military Constructions (with the notable exception of Guerrilla Indoctrination)

are based on the Magnitude of the affected troops rather than the dominion's Magnitude. In

order to function in dominion-scale warfare, most such Constructions must encompass all units

in the dominion's armed forces. (If the Construction itself places a limit on the Magnitude of

troops that can be affected, use this maximum figure instead.)

*'''Mins''': As with charms, not every dominion can build every Construction. All require a

minimum workforce to put them into action, and most require a minimum level of technical or

administrative sophistication as well. Because of this, every Construction has a minimum

Ability and Magnitude rating which the dominion must meet in order to begin the creation

process. The Ability in question is the one that is most relevant to its ultimate function, or (if

that is unclear) the one most important to the creation process.

== Dissolving Constructions ==

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Naturally, anything that a dominion creates can also be destroyed. A dominion may choose to

destroy the works of another dominion it has conquered in order to weaken its defenses or assert

its dominance, or a dominion may choose to eliminate one of its own Constructions that has

become a burden to its government.

Physical Constructions must be literally burned down, torn apart, or disassembled. They are

deconstructed using the military rules (see [[War Mechanics|here]]), though if the dominion

prefers it may substitute a military unit for a civilian workforce. The workforce's effective

Magnitude equals half of the dominion's, rounded up, and the dominion rolls

(Government+relevant Craft) in place of the usual attack roll. To remove an Infrastructural

Construction, the dominion must reorganize its bureaus and agencies to purge them of the

Construction's influence. This requires an extended (Government+Bureaucracy) roll, with each

success subtracting 3 from the cumulative total required to create the Construction. Finally,

Cultural Constructions require the dominion to persuade, manipulate, or break the spirit of the

dominion's people so that they abandon the way of thinking that the Construction represents.

This requires an extended (Culture+Socialize) roll, which again subtracts successes from the

Construction's cumulative total on a 3-for-1 basis.

In all three cases, the action to dissolve the Construction is a Speed 3, Cost 5 action. Note that a

Temporary Construction cannot be destroyed in this way, as the Construction itself ceases to

exist as soon as it is complete. For most practical purposes, their benefits are effectively

permanent.

= Sample Constructions =

== General Constructions ==

=== (Trait) Infrastructure Upgrade ===

*'''Cost''': Varies

*'''Maintenance cost''': -

*'''Type''': Temporary

*'''Difficulty''': Special

*'''Mins''': (Trait) 1, Magnitude 3

This Construction is the means by which a dominion increases its numeric traits. Except for

Magnitude and Territory (which may only be increased through conquest or the passage of time),

any trait may be increased through application of this Construction.

Unlike most Constructions, the Build Construction action for (Trait) Infrastructure Upgrade is

not rolled. Instead, the entire effort takes a number of consecutive actions based on the rating

and type of the trait in question. Likewise, the cost of each action varies depending on the trait

to be increased. The duration and cost for each category are as follows:

'''Attribute''': (Rating x 5) actions, (Magnitude x 5) Talents

'''Virtue''': (Rating x 3) actions, (Magnitude x 3) Talents

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'''Ability or Permanent Loyalty''': (Rating x 2) actions, (Magnitude x 2) Talents

'''Specialty''': Three actions, (Magnitude) Talents

=== (Ability) Infrastructure Establishment ===

*'''Cost''': (Magnitude x 2) Talents

*'''Maintenance Cost''': -

*'''Type''': Temporary

*'''Difficulty''': Special

*'''Mins''': Magnitude 3

This Construction functions similarly to (Trait) Infrastructure Upgrade, except that it allows a

dominion to purchase its first dot in an Ability in which it currently has no rating. This

Construction likewise requires no rolls, but is automatically completed after three consecutive

Build Construction actions.

A similar Construction is used to teach a dominion Degrees in a thaumaturgical Art. This

Construction requires an Occult rating appropriate to the Degree being learned (Occult 1 for an

Initiate degree, Occult 3 for Apprentice, and Occult 5 for Master), but is otherwise identical to

(Ability) Infrastructure Establishment.

=== Provisional (Specialty) Support ===

*'''Cost''': (Magnitude/2) Talents

*'''Maintenance Cost''': -

*'''Type''': Temporary

*'''Difficulty''': 1

*'''Mins''': (Ability) 1, Magnitude 3

A dominion may employ this Construction to provide a "temporary specialty" that enhances its

faculty in a specific activity for a limited period of time. The administrator chooses a particular

Ability-based specialty, then rolls (Government+Ability) as normal. The dominion gains the

benefits of the chosen specialty for a number of actions equal to the threshold successes on the

roll. A dominion may possess up to three such temporary specialties at a time through

concurrent Build Construction actions, though the difficulty rises to 2 for the second specialty

and 3 for the third. These specialties do not count against the maximum number allowed by a

dominion's Magnitude, though the dominion still cannot add more than 3 specialties to its dice

pools or base DVs/MDVs.

== Awareness ==

=== Rapid Deployment Protocols ===

*'''Cost''': 5 Talents

*'''Maintenance Cost''': 1 Talent

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*'''Type''': Infrastructural

*'''Difficulty''': (Territory)

*'''Mins''': Awareness 3, Magnitude 6

An interconnected network of border guards has been established around the dominion's

perimeter, alerting it to to the approach of hostile military forces and allowing its military leaders

to quickly respond to any threats. The dominion may reflexively declare the War action in

response to any military offensive, paying the usual Talent cost and suffering the usual MDV

penalty, to allow its forces to retaliate as soon as its Join War results permit. If declared as an

admin action, the administrator may also enhance the Join War roll and the dominion's initial

attacks and DVs with his own traits and charms. This advantage comes at a price, however, as

the MDV penalty from the reflexive War action carries over into the dominion's next action (and

stacks with its next War action).

== Bureaucracy ==

=== Reserve Banks ===

*'''Cost''': 10 Talents

*'''Maintenance Cost''': -

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude x 3)

*'''Mins''': Bureaucracy 2, Magnitude 8

The dominion's treasury system has been supplemented by additional reserve banks, designed to

save surplus income from prosperous times so that it remains available during less fortunate

times. This Construction may be purchased up to (Government) times, with each purchase

increasing the dominion's Treasury Pool by (Magnitude x 2) Talents.

=== Market Economics ===

*'''Cost''': (Magnitude) Talents, 2 Loyalty

*'''Maintenance cost''': -

*'''Type''': Cultural

*'''Difficulty''': (Magnitude x 5)

*'''Mins''': Bureaucracy 3, Magnitude 8

Evolving beyond the basic exchange of products or labor for cash, the dominion's people have

established institutions that create income through the movement of wealth itself: stock markets,

private banks, savings and loan institutions, and so on. For each purchase of this Construction,

the dominion gains an additional (Magnitude) Talents of income per action. It may be purchased

up to (Bureaucracy) times.

=== Internal Audits ===

*'''Cost''': 10 Talents

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*'''Maintenance cost''': 2 Talents

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude x 2)

*'''Mins''': Bureaucracy 4, Magnitude 6

The dominion's bureaus form a self-policing network, detecting inefficiency and waste and

reporting it to their governing agencies. A dominion with this Construction may perform a

reflexive Audit action once per season, either as an admin or non-admin action, with an MDV

penalty 1 less than normal. This also reduces the difficulty of all Audit actions (including

reflexive ones) by 1.

== Craft ==

=== Flawless Workshops ===

*'''Cost''': 10 Talents

*'''Maintenance cost''': 2 Talents

*'''Type''': Physical

*'''Difficulty''': (Magnitude x 2)

*'''Mins''': Craft 4, Magnitude 6

A network of advanced workshops has been established across the dominion, allowing the

dominion to manufacture high-quality products in large quantities. Each version of this

Construction applies to a specific Craft, and the dominion may purchase it multiple times to

benefit multiple Crafts. So long as this Construction is active, the dominion gains a +2 bonus to

all rolls made with the given Craft.

=== Highway System ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': 2 Talents per season

*'''Type''': Physical

*'''Difficulty''': (Territory x 3)

*'''Mins''': Craft(Earth) 2, Magnitude 6

An extensive network of paved roads has been constructed across the breadth of the dominion,

allowing armies, trade caravans, and other travellers to cross its interior without the time-

consuming obstacles of wilderness travel. Any travellers through the region add 1/4 to their

movement rates (as per the Complex Travels rules in ''Exalted Second Edition,'' pages 266-267),

and treat the terrain as one step easier than usual: Extreme terrain is treated as Difficult, and

Difficult terrain is treated as Open.

== Dodge ==

=== Emergency Evacuation Routes ===

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*'''Cost''': 8 Talents, 1 Loyalty

*'''Maintenance cost''': 1 Talent

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude x 3)

*'''Mins''': Dodge 3, Magnitude 6

Anticipating the possible need for mass evacuation of its population, the dominion has laid out

detailed plans to do so in the most efficient manner possible. This Construction allows the

dominion to evacuate its population as a reflexive admin action with a -3 MDV penalty. (This

penalty persists into the dominion's next action.) In addition, the prepatory efforts streamline the

entire process, adding an automatic success to each roll.

== Integrity ==

=== Aesthetic Reinforcement ===

*'''Cost''': 3 Talents, 1 Loyalty

*'''Maintenance cost''': 1 Talent per season

*'''Type''': Cultural

*'''Difficulty''': (Magnitude)

*'''Mins''': Integrity 2, Magnitude 3

Through a carefully planned campaign of propaganda, the dominion enshrines an ideal deep into

its people's cultural consciousness. Each instance of this Construction is tied to one of the

dominion's Accords. So long as the Construction persists, destroying that Accord requires one

more successful social attack than usual. Aesthetic Reinforcement may be purchased up to

(Culture) times, either to further protect a single Accord or to support multiple Accords. Should

multiple versions of this Construction be built concurrently, the Loyalty cost need only be paid

once.

== Investigation ==

=== Focused Search Protocols ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': 2 Talents per season

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude)

*'''Mins''': Investigation 3, Magnitude 6

Through a combination of civilian informants and improved communication between

departments, the dominion's police forces have become highly adept at tracking down enemies of

the law. This Construction enhances the dominion's efforts to track down a fugitive or single

group of fugitives, adding a cumulative +1 bonus for each consecutive week of tracking after the

first. The total dice bonus cannot exceed the dominion's Military rating, and this bonus may only

apply to one search at a time.

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== Occult ==

=== Demesne ===

*'''Cost''': (Rating x 5) Talents

*'''Maintenance cost''': -

*'''Type''': Physical

*'''Difficulty''': (Rating x 10)

*'''Mins''': Occult (Rating + 3), Magnitude 8

The dominion engages in large-scale geomantic engineering, either to create a new demesne in a

previously barren Locale or to increase the power of an existing demesne. (The ratings listed

above are the new level to which the demesne will be raised. Any Degrees in the Art of

Geomancy are added to its effective Occult rating.) Each roll is made once per season; unlike

most Constructions, the dominion need only pay the construction cost on those turns when it

rolls.

Note that these rules assume a Magnitude 6 workforce of roughly 1000 workers. A dominion

with Magnitude 11 or greater may greatly accelerate the process by increasing the workforce to

Magnitude 9, allowing them to perform one roll per action rather than per season. However,

doing so triples the cost of the Build Construction action.

=== Manse ===

*'''Cost''': (Rating x 3) Talents

*'''Maintenance cost''': -

*'''Type''': Physical

*'''Difficulty''': (Rating x 5)

*'''Mins''': Occult (Rating + 2), Magnitude 8

The dominion constructs a manse on an uncapped demesne within its territory. Creating a manse

uses the same basic rules as creating a demesne, save for the numerical differences listed above,

and like demesne construction each roll is made once per season.

=== Geomantic Zoning ===

*'''Cost''': (Degree x 3) Talents, 1 Loyalty

*'''Maintenance cost''': (Degree x Territory) Talents per season

*'''Type''': Physical

*'''Difficulty''': (Degree x Territory x 2)

*'''Mins''': Occult 1-5, Magnitude 6

Through stringent zoning regulations and massive public works projects, the dominion imbues

an area of land with the effects of a thaumaturgical Procedure from the Art of Geomancy. For

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more information on the minimum Ability requirements and specific effects of thaumaturgy,

please see [[Other Powers|here]].

== Resistance ==

=== (Disease) Warding Precautions ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': 1 Talent per season

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude)

*'''Mins''': Resistance 3, Magnitude 6

After long experience battling the scourge of disease, the dominion's civil bureaucracy has

gained considerable expertise on the best methods to prevent and contain outbreaks. Each

version of this Construction applies to a specific disease, though it may be purchased multiple

times to protect against multiple diseases. The dominion gains a bonus success on all its

Virulence and Morbidity rolls to contain the chosen disease, as well as its Medicine rolls to treat

the disease.

== Ride ==

=== Advanced Breeding Programs ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': 1 Talent

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude)

*'''Mins''': Ride 4, Magnitude 6

Favored by the Marukani and other cultures with a keen interest in their mounts, this

Construction allows a dominion to breed superior versions of its favored riding animal for use by

the dominion's cavalry forces. The dominion gains a number of points equal to its Ride rating,

which may be spent to improve the mount's traits in the following ways: they may reduce its

Control Rating by 1 (1 point), increase its Valor rating (2 points), or increase one of its Physical

Attributes (2 points). Physical Attributes may only be increased by one dot above the species

average, while Valor may be raised to a maximum of 5. In dominion-scale warfare this

Construction adds 1 to the damage, soak, accuracy, OR base DVs of the dominion's armed forces

(the player chooses two to enhance), though only if the Magnitude of the forces fielded are less

than or equal to the dominion's (Ride+Cavalry specialties). The breeding programs may enhance

the mount in other ways, at the Storyteller's discretion, though in no case will it grant the mount

mutations or Essence-based powers. Such benefits may only be granted through thaumaturgy or

other supernatural powers.

== Socialize ==

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=== National Holidays ===

*'''Cost''': 10 Talents

*'''Maintenance cost''': 2 Talents

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude x 2)

*'''Mins''': Socialize 4, Magnitude 6

Through an extensive series of national holidays, the dominion provides a reliable and safe way

for its people to vent their frustrations before they boil over into revolution. A dominion with

this Construction may perform a reflexive Festival action once per season, either as an admin or

non-admin action, with an MDV penalty 1 less than normal. This also reduces the difficulty of

all Festival actions (including reflexive ones) by 1.

== Stealth ==

=== Diversionary Regimentation Tactics ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': (Magnitude) Talents per season

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude x 2)

*'''Mins''': Stealth 3, Magnitude 6

This unusual Construction is favored by dominions whose military leaders prefer psychological

warfare and misdirection. By arranging their military formations and camps in unorthodox

ways, disguising their troops as civilians, and otherwise deliberately obscuring their activities,

their units can often enter battle against opponents who are woefully unprepared for them.

Affected units enjoy a +2 bonus to all attempts to ambush enemy units, and the difficulty for a

scouting party to analyze the unit's military strength increases by (Stealth/2, rounded up).

Should the scouting party fail to garner sufficient successes, it may misread the unit's traits as 2

less than their actual values, or may even fail to recognize it as a military unit.

Example: ''A scouting party observes a Magnitude 7 unit benefitting from Diversionary

Regimentation Technique, whose parent dominion has a Stealth of 4. If the scouting party rolls 3

successes, it correctly reads it as a large force with Magnitude 6 or 7 (since it achieved one

threshold success), but drastically underestimates its Drill and combat prowess. With just one

success it also underestimates the size of the force, recognizing only a few hundred troops and

mistaking the rest for local villagers from a nearby town. Had it failed to roll any successes, the

scouting party might have mistaken the entire unit for a nearby village and chalked up reports of

enemy soldiers to faulty intelligence.''

In dominion-scale warfare, this Construction simply provides a +2 bonus to all unexpected

attacks.

== Survival ==

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=== Emergency Stockpiles ===

*'''Cost''': 10 Talents

*'''Maintenance cost''': 1 Talent

*'''Type''': Physical

*'''Difficulty''': (Magnitude x 3)

*'''Mins''': Survival 2, Magnitude 5

The dominion has set aside extensive food-storage facilities to keep its people fed during lean

times. Should the dominion's productivity fall to the point that it must [[Dominion Dramatic

Rules|check for famine]], this Construction allows the dominion to feed itself for an additional

10 weeks, during which time it need neither roll nor pay to ward off starvation. Once the crisis

has passed, the dominion must wait 3 weeks for every week it relied on the stockpiles before

they are fully replenished. It may purchase this Construction up to (Government) times, in

which case each purchase delays the onset of famine by an additional 10 weeks, though each set

of stockpiles must be refilled one at a time.

=== (Terrain Type) Adaptation ===

*'''Cost''': 10 Talents, 2 Loyalty

*'''Maintenance cost''': -

*'''Type''': Cultural

*'''Difficulty''': (Magnitude x 3)

*'''Mins''': Survival 3, Magnitude 3

The tribes that dwell in the most inhospitable parts of the Threshold depend heavily on this

Construction, which represents the countless folk traditions that make a life in their native

environments possible. Each version of this Construction corresponds to a general category of

natural terrain, such as tundra or swamp. While it resides in that environment, the dominion

adds 2 to its terrain modifier (to a maximum of zero) when calculating income, and ignores it

altogether when checking for famine. At the Storyteller's discretion, the dominion may also

ignore other negative effects of the terrain: for example, the increased risk of disease in

swampland terrain. However, the eccentric traditions that make the dominion so well-suited for

its chosen environment leave it especially ill-prepared if moving to unfamiliar terrain becomes

necessary. The dominion suffers a -2 penalty to its (Survival+Agriculture specialties) total if it

finds itself forced out of its native terrain. Needless to say, a dominion may only possess one

version of this Construction.

== War ==

=== Superlative (Ability) Training ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': (Magnitude) Talents per season

*'''Type''': Infrastructural

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*'''Difficulty''': (Magnitude x 2)

*'''Mins''': War 2, (Ability) 5, Magnitude 6

So skilled is the dominion at its favored mode of attack that it can field whole units of prodigies

against its enemies, wielding their chosen weapons with a skill their opponents cannot hope to

match. This is actually a cluster of four Constructions, each of which pertains to one of the four

attack Abilities (Archery, Martial Arts, Melee, and Thrown). Any units benefitting from one of

these Constructions gain an additional two bonus points to spend on the relevant Ability, and

may raise their members' rating in that Ability as high as 5.

When used in dominion-scale warfare, the dominion adds 1 to its effective Accuracy, Defense

(for Martial Arts or Melee) ''or'' Join Battle pool (for Archery or Thrown) when using the

relevant Ability. The player declares which trait to enhance when the Construction is purchased.

The dominion may only benefit from one version of the Construction on any given turn.

The maximum Magnitude of soldiers that any version of this Construction may benefit equals the

dominion's Military rating. The bonuses from this Construction stack with the Elite Forces

Construction, and a unit may possess multiple versions of this Construction to enhance multiple

Abilities, though the upkeep for each version must be paid seperately.

=== Elite Forces ===

*'''Cost''': 5 Talents

*'''Maintenance cost''': (Magnitude) Talents per season

*'''Type''': Infrastructural

*'''Difficulty''': (Magnitude x 2)

*'''Mins''': War 3, Magnitude 6

This Construction is what allows a dominion to establish the elite military units that are the

strategic trump cards of Creation's greatest militaries. The Realm's Legion of Silence, Lookshy's

gunzosha units, and Sijan's Black Watch are all examples of such units. Such a unit gains a

number of additional bonus points equal to the dominion's War, which may be used to increase

any of its members' traits. In addition, such a unit may slowly accumulate experience to further

increase its traits, using the long-term experience awards on ''Exalted Second Edition,'' page 275.

In dominion-scale warfare, this Construction simply provides a bonus to the damage and soak of

the dominion's military units equal to half the total Magnitude of its elite units, rounded up.

(This bonus applies even if the Construction affects less than the maximum number of troops.)

Each iteration of this Construction may benefit a maximum Magnitude of troops equal to the

dominion's Military rating. It may be purchased multiple times, however, representing multiple

elite units with different statistics.

=== Guerrilla Indoctrination ===

*'''Cost''': 5 Talents, 2 Loyalty

*'''Maintenance cost''': -

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*'''Type''': Cultural

*'''Difficulty''': (Magnitude x 5)

*'''Mins''': War 3, Magnitude 3

Inspired by patriotic fervor and the skillful rhetoric of its leaders, the people of the dominion are

prepared to pick up their hammers and plowshares in defense of their nation. The dominion may

add its War rating to its soak against any military offensive which targets the dominion's citizens

or Constructions. In addition, each action the dominion may make a single reflexive attack

against the enemy forces in its territory, even if all its military units have been defeated. This

attack may only be performed as a non-admin action, may not be coordinated with or otherwise

benefit from attacks by the dominion's military units, and does not benefit from any

Constructions which enhance military units. Since there is no formal military command behind

it, however, the invaders cannot stop these attacks by eliminating the attackers; only when the

invaders have withdrawn from the dominion's borders, or the people's spirit is broken (via the

termination of the Construction) will the attacks stop. The effective Magnitude behind these

attacks equals half the dominion's total Magnitude, rounded down.

In battle-scale warfare this Construction manifests as constant harassing attacks against the

invading forces, slowing their movements by 25% and adding 1 to the difficulty of all fatigue

checks while travelling. (Naturally, friendly units do not suffer from either penalty.) The

dominion's citizens may also assemble themselves into ad hoc military units if the situation

requires, a process that takes a number of days equal to the unit's eventual Magnitude. These

mobs have Drill 0, no armor, and whatever rough weapons they happen to have on hand

(typically household tools or farming implements), though since these units are just groups of

citizens the dominion can simply raise another unit as needed if one is eliminated in combat.

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Modified Charms Aside from providing mere mechanical support, one of the major goals of the Game of Kings is

to give a purpose to the many society-shaping charms that remain largely irrelevant within the

game as written. Combined with the [[New Charms|new charms]] created for this system, these

powers are mighty tools for any Exalt with political or military ambitions.

= General Considerations =

== Charm Timing ==

By the nature of the system, only the dominion's admin actions may be enhanced with charms,

and even then only if the Exalt or spirit is the administrator or a deputy administrator. For more

information, read [[Dominion Actions|here]].

As in mass combat and social combat, the vast timespans between political actions render the

normal timing considerations of charm use irrelevant. Supernatural beings may thus freely

enhance their political actions with Excellencies and other Reflexive charms without a Combo,

even if they had previously used another charm in the same turn. All Supplemental, Simple, and

Extra Action charms remain subject to the usual limitations, with only one charm use per turn

outside of a Combo.

While the Exalt may use a Supplemental charm to enhance any of the dominion's actions during

a given turn, without limiting the other actions it can take, Simple and Extra Action charms are

much more restrictive. A Simple or Extra Action charm (and any Combo containing one) is

considered the administrator's entire action, and no additional admin actions may be performed

on that turn. The dominion may still perform additional tasks as non-admin actions, though

obviously without the benefit of charms.

A number of charms with Indefinite duration are capable of enhancing an extended action. For

this purpose, an "extended action" is any consecutive series of actions (which can be admin

actions, non-admin actions, or some combination of the two) where the dominion rolls successes

toward some cumulative total or otherwise progresses toward a clearly-defined endgoal. All

Construction projects qualify, as do successive War actions against a single enemy and the mass-

production of a weapon for the dominion's armies. These charms may only be invoked on an

action where the effort is performed as an admin action, though so long as the Essence is

committed its benefits persist even if it is performed as a non-admin action on subsequent turns.

Example: ''A Solar king begins the creation of a national highway system as a Build Construction

admin action, and invokes Insightful Buyer Technique in order to reduce the cost of the effort.

Even though all subsequent Build Construction actions are non-admin, each will benefit from the

cost reduction of IBT so long as the Solar maintains the Essence commitment.''

The dominion ''may'' invoke such a charm to enhance a instant-duration action, such as an Audit,

but the effect and commitment both end at the beginning of its next turn even if that action is

performed again.

Page 55: Exalted Game of Kings

== New Keyword: Dominion ==

While there are a great many personal-scale charms which might seem applicable to political

combat, the reality is that most of them are inappropriate to the task at hand. Some of their

effects simply do not make sense within this system (social charms that inflict unnatural mental

influence being an example), while others provide an overwhelming offensive or defensive

advantage at negligible cost (see below). Therefore, except for Excellencies (and, at the

Storyteller's discretion, similar general charms such as Supreme Perfection of [Ability]) no

personal-scale charms may be used within this system.

In their place, applicable charms are marked by the '''Dominion''' keyword, which simply

indicates that they function within the Game of Kings rules. Whether the effect is primarily

social, military, or civil in nature, all such charms have some direct effect on the dominion's

political activities. The charms listed below can all be considered to have this keyword, as do all

the new charms specifically created to support the system.

Note that in order to function within this system, the effects of all charms listed here have been

modified. In some cases, both the original effect and the new Dominion effect can function

comfortably within the same game (though each effect will obviously carry a different cost).

Consider Tiger Warrior Training Technique: it can be used either to improve the military as a

whole (allowing it to generate more powerful units or fight more effectively in dominion-scale

warfare), or it can be invoked at the original cost to provide elite training to a particular military

unit (which is immediately useful in battle-scale warfare). However, just as often it makes more

sense to simply replace the original effect, as it no longer functions within these rules. For

example, the original function of Speed the Wheels (essentially an enormous Speed reduction)

would wreak havoc with the tick-based turn system, which is why it has been modified to a more

appropriate form. The Storyteller should examine each charm on a case-by-case basis and

determine for themselves whether the original effect is appropriate to the system.

NOTE: There are a handful of Dominion charms--Wyld Shaping Technique being a prominent

example--which can have major effects on a regional scale even if the Exalt has no organization

to support his efforts. Although these actions must be resolved in dominion time, the Exalt can

perform these actions whether or not he is an administrator. (It is recommended that the Essence

costs of such charms remain committed for the duration as well, to balance the benefit they

provide, though that is the Storyteller's decision.) Unless specifically noted, Simple charms of

this type are treated as miscellaneous actions for the purpose of timing rules and do not limit the

charms or Combos the character may use in their admin actions, though they still suffer from and

inflict multiple-action penalties. Such charms will ''always'' be noted as such in the description;

any charm without such a qualifier can only be performed through a dominion in which the Exalt

has administrator status.

== Charm Costs ==

As mentioned above, one of the greatest problems with applying personal-scale charms to

dominion actions is that the cost to invoke them is wildly inappropriate to the timescale in

question. Because dominion-scale actions take place on a scale of weeks or months, the mote,

Page 56: Exalted Game of Kings

Willpower, or even health level costs of even the most expensive charm or Combo will be

recovered long before the next action rolls around. This simple fact eliminates the concerns for

Essence economy that prevent excessive charm abuse during traditional physical or social

combat, leading to the effective breakdown of the entire system. For example, any supernatural

being with a perfect social defense could invoke that defense repeatedly in response to EVERY

social attack, allowing their dominion to ignore social combat altogether at no long-term costs.

Because every Exalt type has some defense of this description (even the Dragon-blooded have

Inviolate Dragon Spirit), this would effectively render social combat irrelevant to everyone

except mortals.

There are two ways to fix this problem. The first is to simply require all mote costs to remain

committed for the entire duration of a political action, effectively changing their duration to "One

action" or "Indefinite." The Exalt may uncommit the Essence at any time, of course, but by

doing so they forfeit the benefits of the given charms. As written here this only applies to

Indefinite-duration charms, but Storytellers who do not wish to involve the dominion's resources

may apply it to all charms as a way to simplify the process.

The second is to alter the cost so it draws on the dominion's resources as well as the Exalt's.

Most instant-duration Dominion charms will carry a Talent cost, representing the additional

resources required to put these superhuman administrative techniques into action. The more

difficult and intensive Dominion charms may also carry a Loyalty cost, while a rare few might

carry Unrest or even Decimation costs. This is the main approach used by the Game of Kings.

(In particular, Storytellers are strongly encouraged to add 1 Loyalty to the cost of Supreme

Perfection of [Ability], Divine [Ability] Subordination, and any similar general charms which

grant automatic success at a dominion-scale action.) No additional cost is imposed on Combos

of such charms, apart from the experience required to learn that Combo in the first place.

Note that there are specific exceptions to these guidelines. Excellencies may still be used freely

at no long-term cost, for the same reason that extended Craft projects may be enhanced with

Excellencies at no long-term cost. Likewise, a special exception is made for the Dragon-blooded

charm Terrestrial Regency Mandate (see [[New Charms|here]]), whose potential for abuse is

limited because (a) it only functions against mortals, and (b) it still must be placed in a Combo to

stack with any non-Reflexive charms. It should also be noted that a number of Dominion charms

function by providing the ability to create certain Constructions, and thus have no cost except

that required to actually build the Construction.

= Solar Charms =

Taken from ''Exalted Second Edition.''

== Bureaucracy ==

*'''Insightful Buyer Technique''': This charm now costs 5 motes, has Indefinite duration, and

enhances an extended dominion action. So long as the Essence remains committed, the Treasury

cost of each action is reduced by (Essence) Talents. This charm may not reduce the action to

less than half of its original cost, and has no effect on costs imposed by charms.

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*'''Speed the Wheels''': This is a Supplemental charm with a cost of 4 motes and 1 Talent. It

enhances an extended dominion action, negating all internal penalties (other than multiple-action

penalties) which apply to that action as long as the Essence remains committed. In addition,

while the charm is active any attempts to sabotage that action suffer an external penalty equal to

the Solar's Bureaucracy.

*'''Bureau-Rectifying Method''': Add 3 Talents and 1 Loyalty to the cost. This charm

supplements an Audit action to reduce the dominion's Red Tape. The Solar ignores all Red Tape

penalties which apply to that action. Additionally, if the roll succeeds the Solar may reduce Red

Tape by one point per threshold success, to a minimum of zero.

*'''Indolent Official Charm''': This is a Supplemental charm with a cost of 6 motes and 1 Talent,

which enhances a miscellaneous action to sabotage another dominion's extended action. The

Solar rolls his (Manipulation+Bureaucracy) in a contested roll against the opposing

administrator's (Intelligence+Bureaucracy). If the Solar wins, each roll for that extended action

suffers an internal penalty equal to the Solar's Essence, plus an additional -1 for each threshold

success.

*'''Foul Air of Argument Technique''': Add 3 Talents and 1 Loyalty to the cost. Similar to its

prerequisite, this charm supplements a miscellaneous action to sabotage a rival dominion's

infrastructure. The Solar rolls (Manipulation+Bureaucracy) against the opposing administrator's

(Intelligence+Bureaucracy). Each threshold success on this roll increases the target dominion's

Red Tape total by 1, to a maximum of 10.

== Craft ==

*'''Craftsman Needs No Tools''': In dominion time, the acceleration provided by these charms'

effects allows the Solar to single-handedly manufacture mass quantities of an object, as if she

were a dominion with Magnitude equal to her Essence. Naturally, she still must have the raw

materials (as represented by the Talent cost) to actually produce the product.

*'''Shattering Grasp''': The Solar may use this charm in dominion time to single-handedly destroy

a Construction. She is treated as a military unit with Magnitude equal to her Essence for this

purpose, and rolls (Intelligence+highest Craft) as an attack.

== Lore ==

*'''Harmonious Academic Methodology''': Add (Magnitude) Talents and 2 Loyalty to the cost.

This charm allows the dominion to permanently raise one of its infrastructural or social traits by

1 as a Simple action, to a maximum of 5. Applicable traits include Government, Culture,

Conviction, Temperance, and any of the Abilities listed in the charm description.

*'''Legendary Scholar Curriculum''': In addition to the normal options, Harmonious Academic

Methodology may be used to raise the dominion's Compassion, Valor, and any of the Abilities

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listed in the charm description. It may also be used to purchase two specialties at a time in ''any''

Ability, provided they are nonmilitary in nature.

*'''Wyld-Shaping Technique''': By activating the charm as a Simple action in dominion time, the

Solar may use it to single-handedly carve land, wealth, or magical wonders out of the Wyld.

When creating stable land or people out of chaos, the Territory/Magnitude generated is equal to

the threshold successes on the roll (to a maximum of [Solar's Essence x 2]). When creating

wealth, each threshold success produces 5 Talents of non-magical resources (to a maximum of

[Essence x 5] Talents), which may be spent or saved normally. Because the reality of these

things depends on their interaction with stable Creation, the dominion reflexively rolls

(Culture+Occult) at difficulty 3 once per season. (This may be performed as a miscellaneous

admin action.) If this roll fails the created land shrinks by 1 dot of Territory, the created

population decreases by 1 dot of Magnitude, or 5 Talents of created wealth disappear. If the roll

botches, this loss is tripled.

*'''Wyld Cauldron Technology''': In order to bring an area of Wyld land permanently into

Creation, the Exalt must either pay the experience cost or sacrifice (Territory x 5) Talents of

wealth. (Talents of wealth are exchanged for sacrificed wealth on a one-for-one basis, making it

little more than a way to convert one form of wealth into another unless the Exalt elects to spend

experience.) The final effect may be used to impose a specific Wyld mutation on the people of a

dominion situated within the affected lands, requiring threshold successes equal to (mutation

point cost + Magnitude).

== Socialize ==

*'''Wise-Eyed Courtier Method'''/'''Wild Revelry Approach'''/'''Taboo-Inflicting Diatribe''': Each is

now a Supplemental charm, which costs an additional 4 Talents. Each charm enhances a social

attack to encourage a belief/emotion/behavior in the dominion, increasing the cost to resist to 3

Loyalty. If the dominion wishes to behave in a manner contrary to that influence, it must spend

one Loyalty to resist it for an action.

*'''Venomous Whispers Technique''': This is a Supplemental charm that costs 3 Talents. This

charm enhances a social attack for the dominion to reject an individual or a group (with

Magnitude no greater than the Solar's Essence), increasing the cost to resist to 5 Loyalty. To

willingly cooperate with the target, the dominion must spend one Loyalty per action; otherwise,

the target suffers an internal penalty equal to the Solar's Essence on all political actions affecting

the dominion. If the target is the administrator or a deputy administrator, ''all'' their admin

actions suffer this penalty.

*'''Understanding the Court''': This charm costs 8 motes, 1 Willpower, and 3 Talents, and has

Indefinite duration. Successes on the roll reduce external penalties on all social attacks and

related social actions directed at the target dominion.

*'''Gathering the Congregation''': Increase the duration to Indefinite. The social group formed by

the charm (whose Magnitude cannot exceed the Exalt's Essence) is considered a dominion for

the sole purpose of making social attacks against other dominions. This social group lasts as

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long as the Exalt continues to commit the Essence, though unlike a real dominion its Magnitude

will be reduced (and Loyalty replenished) whenever its Loyalty pool is exhausted.

== Survival ==

*'''Food-Gathering Exercise''': The charm's cost is now 5 motes, its type is Supplemental, and its

duration is Indefinite. This charm enhances an extended action to forage the countryside for

food. The dominion adds a number of automatic successes to each roll equal to the Solar's

Essence, and does not suffer the usual -2 external penalty to its actions. This charm may apply to

a dominion of any size, so long as its effects are resolved in dominion time.

== War ==

*'''Tiger Warrior Training Technique''': Add (Magnitude) Talents and 2 Loyalty to the cost. This

charm allows the dominion to permanently raise one of its military traits by 1 as a Simple action,

to a maximum of 5. Applicable traits include Military, Valor, Thrown, and all of the Abilities

listed in the charm description.

*'''Legendary Warrior Curriculum''': In addition to the normal options, Tiger Warrior Training

Technique may be used to raise the dominion's Loyalty and (except for Medicine and Craft) any

of the Abilities listed in the charm description. In addition, the charm may be used to purchase

two specialties at a time in ''any'' Ability, provided they are military-focused.

= Lunar Charms =

Taken from ''The Manual of Exalted Power: Lunars.''

== Charisma ==

*'''Wolf Pack Training Technique''': This functions as Tiger Warrior Training Technique, save

that it can only raise the dominion's Valor, raise the Abilities indicated in the charm text, or

provide military-related specialties in those Abilities.

*'''Herd Reinforcement Stance''': This is a Supplemental charm with an additional cost of 5

Talents. It supplements a social attack to convince a dominion to live up to its own cultural

traditions or societal norms in a particular way. The charm creates an instant Accord for the

specified course of action, which costs 3 Loyalty to break. Acting in a manner contrary to that

Accord costs 1 Loyalty per action.

*'''Forsaking the Blood Posture''': This functions as Herd Reinforcement Stance, save that the

social attack it supplements must convince the dominion to reject some aspect of its culture or

society. The chosen Accord cannot directly contradict the dominion's Policy.

*'''Culling the Pride''': Add 3 Talents to the cost. Any social attack supplemented by this charm

costs 3 Loyalty to resist.

Page 60: Exalted Game of Kings

*'''Topiary Culture Meditation''': This is a Supplemental charm with an additional cost of 5

Talents. It enhances a social attack to convince a dominion to reject one of its current Accords.

Any social attack that opposes the targetted Accord costs three Loyalty to resist instead of one.

Breaking this influence costs 5 Loyalty.

*'''Herd-Strengthening Invocation''': The cost is now 4 motes, 1 Willpower, and 1 Loyalty, and

the duration is Indefinite. The charm functions as written, with "Accord" substituted for

"Intimacy." The Lunar may maintain up to (Essence) invocations of this charm at a time, though

the Essence cost of each must remain committed.

*'''Boundary-Marking Meditation''': The cost is now (Territory) motes and 1 Willpower, and the

duration is Indefinite. The Lunar may take ownership of an area of land with Territory no

greater than the Lunar's (Charisma+Essence), imposing a -1 external penalty on all actions

occurring within or targetting that area unless the Lunar specifically exempts the

individual/group in question. In the case of dominion actions, both the administrator and the

dominion they command must be exempted (unless the action is non-admin, in which case only

the dominion need be exempted).

*'''Ranged Wolf Marking''': This charm increases the maximum Territory of its prerequisite by 5.

== Manipulation ==

*'''Creating the Wolf Attitude/Feeding the Bear Progression''': These function as Wise-Eyed

Courtier Method, save for the specific influence inflicted.

== Perception ==

*'''Watchful Spider Stance''': The maximum Territory that this charm can affect equals the

Lunar's (Essence x 2).

== Intelligence ==

*'''Ritual of Lunar Stability''': This charm may affect a maximum area of one Locale (Territory

10).

= Sidereal Charms =

Taken from ''The Manual of Exalted Power: Sidereals.'' All of these charms may be invoked

without the aid of a dominion.

== Bureaucracy ==

*'''Icy Hand''': This charm allows the Sidereal to reduce a target dominion's Red Tape as a Simple

action by touching the key individuals responsible for the dominion's governance, provided that

the dominion's Magnitude is less than his (Bureaucracy+Essence). The dominion's Red Tape is

automatically reduced by (Bureaucracy+Essence-Magnitude) points, to a minimum of zero, and

Page 61: Exalted Game of Kings

the dominion receives the same number of bonus successes to its next check for Red Tape

accumulation.

*'''Paralyzed Mandarin Infliction''': The Sidereal may use this charm to sabotage a dominion's

efficiency, though to do this she must personally spend time within its bureaucracies as a Simple

action. Once again, the dominion's Magnitude must be less than (Bureaucracy+Essence). The

charm imposes a persistent internal penalty to all of the dominion's actions equal to

(Bureaucracy+Essence-Magnitude), though its nature varies depending on the specific method

chosen. The Persuasive Ennui Sabotage imposes a mental influence which can only be ended by

paying three Loyalty, while the Frenetic Activity Infusion imposes additional Red Tape which

must be eliminated in the usual manner.

== Dodge ==

*'''Neighborhood Relocation Scheme''': The maximum Territory that may be moved equals the

Sidereal's Essence. The affected Territory retains its previous terrain modifiers, even if moved to

a region with much different terrain.

== Integrity ==

*'''Preservation of Resolve''': The Sidereal may commit the Essence cost to boost a dominion's

Dodge MDV for as long as the commitment lasts, though to invoke it he must spend time within

its bureaucracies as a Simple action. This bonus does not stack with any from the administrator's

charms.

== Larceny ==

*'''Conning Chaos Technique''': Each month of the charm's duration removes the Wyld influence

from an area of the Bordermarches with Territory equal to the Sidereal's Essence.

== Performance ==

*'''Ice and Fire Binding''': If the elemental has an Essence of 5 or more, the dominion gains a

bonus to its MDVs equal to half the elemental's Essence (rounded up). Alternatively, the

Sidereal may forgo this bonus to allow the dominion to benefit from the spirit's Reflexive charms

on any non-admin actions other than the War action. The Sidereal may only bind one elemental

in this manner at a time, and neither benefit stacks with the effects of other charms.

== Presence ==

*'''Easily Accepted Proposition Stance''': The maximum Territory that may be affected by this

charm's condition equals the Sidereal's Presence. The Sidereal may not target a given area more

than once per season, and if the Sidereal summons a physical disaster (such as an earthquake or

hurricane) its Decimation, Severity, and Difficulty to Detect are all capped by the Sidereal's

Essence.

Page 62: Exalted Game of Kings

== Resistance ==

*'''Water and Fire Legion''': If the elemental has an Essence of 5 or more, the dominion gains a

bonus to its DVs in dominion-scale warfare equal to half its Essence. Alternatively, the Sidereal

may forgo this bonus to allow the dominion to benefit from the spirit's Reflexive charms on all of

its dominion-scale military actions. The Sidereal may only bind one elemental in this manner at

a time, and neither benefit stacks with the effects of other charms.

== Socialize ==

*'''Fortuitous Fellowship''': This functions as the Solar charm Gathering the Congregation, save

for the differences noted in the charm text.

== Survival ==

*'''Sky and Rain Mantra''': The Sidereal may invoke this charm as a Simple action to temporarily

alter the climate of a region with Territory no greater than his (Survival+Essence). The Sidereal

rolls (Wits+Survival) at a difficulty equal to the dominion's Territory; each threshold success

increases or decrease the area's (Survival+Agricultural specialties) modifier by one, to a

maximum of 3. This bonus or penalty lasts for the Sidereal's next (Essence) turns.

*'''Wilderness-Commanding Practice''': The Sidereal may add or subtract 3 successes from all

Survival rolls made in the area (including dominion Survival rolls) as a Simple action until his

next turn. He may also intensify or diminish any natural disasters that pass through the area,

increasing or decreasing their Severity by up to 3 points (to a minimum of 1). This stacks with

the effects of Sky and Rain Mantra, and likewise affects a maximum area of (Survival+Essence).

= Dragon-blooded Charms =

Taken from ''The Manual of Exalted Power: Dragon-blooded.''

== Bureaucracy ==

*'''Benevolent Master's Blessing''': This charm has a cost of 1 mote per dot and a duration of

Indefinite. The Dragon-blood may commit more than one dot of Bureaucracy to an individual,

subject to the same limitations as Terrestrial Bureaucracy Reinforcement, though the total dots

committed cannot exceed the Dragon-blood's own Bureaucracy. The Dragon-blood retains his

full Bureaucracy rating while this charm is in use.

*'''Confluence of Savant Thought''': This charm has a cost of 3 motes and a duration of Indefinite.

It grants the Dragon-blood an effective Backing rating within a particular dominion equal to his

Essence (maximum 5), even if he has no previous experience with that organization. This rating

does not apply to efforts to replace the current administrator, but it does apply to attempts to

manipulate the dominion's actions or to requisition the dominion's resources as an unrolled

action. The Dragon-blood may only infiltrate one dominion at a time in this manner.

Page 63: Exalted Game of Kings

*'''Geese-Flying-South Administration''': The charm's duration is Indefinite. It may supplement

any extended dominion action, subtracting the Dragon-blood's Bureaucracy score from any Red

Tape penalties that action suffers (minimum zero). This charm has no effect on penalties

inflicted by other sources.

*'''Bestow the Saffron Mantle''': This charm's duration is Indefinite. In addition to raising the

target's Bureaucracy score, the Dragon-blood may enhance the proxy's rating in one Ability

relevant to their bureaucratic function (for example, War for a garrison commander), and may

purchase additional specialties in that Ability, to the usual limit. In each case, the Dragon-blood

must himself have the Ability rating and/or specialties he grants to the proxy.

*'''Thrashing Carp Serenade''': This charm has a cost of 5 motes, 3 Talents, and 1 Loyalty, and a

duration of One action. The Dragon-blood rolls his (Manipulation+Bureaucracy) as a

miscellaneous action against the (Wits+Bureaucracy) of the target dominion's administrator. If

successful, all of the target dominion's actions suffer an internal penalty equal to the Dragon-

blood's Bureaucracy until the Dragon-blood's next action.

*'''Finding the Water's Depths''': This is a Supplemental charm with a cost of 4 motes, 1 Talent,

and 1 Loyalty and a duration of One action. Until the Dragon-blood's next action, he may

subtract his Essence from the Talent cost of all admin actions. This may not reduce any action to

less than half its original cost, and has no effect on costs imposed by charms.

= Abyssal Charms =

Taken from ''The Manual of Exalted Power: Abyssals.'' Unless otherwise noted, all Mirror

charms function exactly as their Solar equivalents.

== Bureaucracy ==

*'''Regime-Toppling Lord of Misrule''': This charm permanently enhances Caustic Hatred

Diatribe. By adding an additional Loyalty to the cost, the Abyssal adds a mental influence that

ensures continued corruption and inefficiency within the administration despite even magical

efforts to eradicate it. The dominion gains an additional two points of Red Tape (maximum 10)

at the beginning of every action after the first, unless it spends one Loyalty to delay the onset of

corruption. The influence only ends when the dominion has spent six Loyalty to resist, though

the inflicted Red Tape persists and must be eliminated in the usual manner.

*'''Iron Tyrant Reign''': This charm permanently imposes an internal penalty equal to the

Abyssal's Essence on all rolls to oppose him while attempting to gain administrator status,

defend his position from a usurper, or prevent political interference with his political actions.

Only characters with a perfect defense against mental influence (such as Elusive Dream Defense

or Divine Integrity Subordination) may ignore this penalty.

== Socialize ==

Page 64: Exalted Game of Kings

*'''Cancerous Dissent Technique''': This charm has an additional cost of 6 Talents and a type of

Supplemental. It supplements a social attack intended to sow the seeds of distrust within an

organization. Though the administrator may defend with MDV as normal, he will not recognize

the Abyssal's social attack unless he successes at an (Intelligence+Awareness) roll opposed by

the Abyssal's (Wits+Socialize). The social attack does not take effect until the dominion's next

action, at which point it drains one Loyalty point plus an additional Loyalty for every 2 threshold

successes (rounded down) on the social attack.

= Spirit Charms =

Taken from ''The Roll of Glorious Divinity I.'' All of these charms may be activated without

administrator status in a dominion, though they still carry Talent and Loyalty costs (taken from

the resources of one of the dominions that falls within its domain) to represent the side effects of

their redistribution of resources on the affected dominion.

*'''Calculated Order of Immediate Action''': The charm carries an additional cost of (Magnitude

or Territory) Talents and 1 Loyalty. If the spirit's purview allows, it may immediately produce

mass quantities of a manufacturable item as a miscellaneous action. The maximum Magnitude

of the item that god may produce equals (Essence-Resources cost). It may produce exceptional

or perfect versions of the item, though this reduces the maximum Magnitude that may be

manufactured. If the spirit seeks to impose a specific mental influence on the dominion (mass

hysteria or a desire for peace, for example), its (Conviction+Essence) must exceed the

dominion's MDVs. The maximum Magnitude it can affect likewise equals its

(Conviction+Essence), and the resulting influence costs three Loyalty to resist. Other effects

should follow these general guidelines.

*'''Domain Manipulation Scenario''': The charm carries an additional cost of (Magnitude or

Territory) Talents and 1 Loyalty. It may be used to call more severe examples of its purview (a

major epidemic for a disease spirit, a tsunami for a water elemental), though in all cases the static

values the dominion must roll to resist (Virulence, Morbidity, and Difficulty to Treat for a

disease and Decimation, Severity, and Difficulty to Detect for a natural disaster) cannot exceed

the Power Level of the charm or their natural ratings, nor affect a Magnitude/Territory larger

than the spirit's(Conviction+Essence).

*'''Weather Control''': The charm carries an additional cost of (Territory x 2) Talents. The spirit

has (Conviction+Essence) points to spend on this charm, which are divided between the effect's

Power Level and the Territory that will be affected. The spirit may add or subtract the effect's

Power Level from the effective (Survival+Agricultural specialties) of all dominions that fall

inside the affected area. This effect persists for (Essence x 5) weeks after it is invoked.

= Arcanoi =

Taken from ''The Book of Bone and Ebony.''

== Shadow Constraint Craft ==

Page 65: Exalted Game of Kings

*'''Ghostly Magistrate Perception''': This charm costs an additional 3 Talents and has a type of

Supplemental. It supplements an extended action to track down an individual within the

Underworld, adding a bonus success to each roll. If the target is a living being, it instead adds

two successes.

*'''Impose Stricture''': This charm costs an additional 6 Talents. Any dominion actions that

require violation of the imposed taboo (such as military attacks in an area where weapons are

forbidden) suffer a -1 internal penalty. This cannot affect a dominion within Territory greater

than the ghost's Temperance.

New Charms = Notes on Charm Design =

The original charms presented here were designed with certain assumptions about each Exalt

type's role in mind. The charms of the Solar Exalted were designed specifically to aid them in

their role as the God-Kings of legend. It is they who possess the most powerful charms for

placating the population, enhancing and streamlining the bureaucracies that protect and serve the

masses, and defending their people from those who would seek to seduce or slaughter them.

The Lunar Exalted were created as companions and allies to the Solars, a role reflected by the

synergy between their own charms and those of their Solar mates. Individually, the Lunars

possess unparalleled self-reliance and an ability to survive through even the harshest of ordeals,

characteristics that their charms share with the dominions they protect.

The role of the Sidereal Exalted at the dominion scale is limited. The Maidens intended their

servants to be aides and advisers to the Solars and Lunars, not kings and queens in their own

right, and so their charms have only a limited and indirect influence on the fates of the world's

empires. Combined with the inability to invent new charms of their own, this limitation forces

the Fivescore Fellowship to rely heavily on their mortal, spirit, and Dragon-blooded pawns in

order to influence the state of Creation.

Like the Sidereals, the Dragon-blooded lack the Solars' and Lunars' skill at leading a dominion.

They were created as servants to the Celestial Exalted, captains within the Celestial-led armies

and prefects within the Celestial-ruled empires, and so their greatest strength is their ability to

support and enhance the effectiveness of their superiors. Though they have developed charms to

better dominate their dominions and compete with other dominions, these powers are nowhere

near as impressive as those of the Solars who were ordained by Heaven to do so.

The Abyssal Exalted possess many of the same administrative talents as the Solar Exalted,

though the corrupted nature of their Exaltations twists their charms toward more destructive

ends. The Abyssals possess unparalleled skill at degrading and obliterating those who would

oppose them, greater than even the Solars, though their powers are notably less effective at

creation and restoring balance.

Page 66: Exalted Game of Kings

The effects of the Infernal Exalted's charms are as variable as the natures of the Yozis who

created them, though virtually all reflect the malicious, twisted nature of the imprisoned

Primordials. While the charms of the Abyssals tend to be more wantonly destructive, even they

cannot compete with the corruptive influence of the Yozis' foul Essence.

= Solar Charms =

== Bureaucracy ==

{{2eSolCharm|

|source=Thundaka

|trait=Bureaucracy

|name=Heaven's Mandate

|cost= -

|type= Permanent

|duration= -

|keywords=Dominion

|essence=1

|min=3

|category=Eclipse

|prereqs=Any Bureaucracy Excellency

|text=

The Solar Exalted are the ordained masters of Creation, declared so by Sol Invictus himself, but

their genius cannot be constrained to the political realm. They are also master craftsmen, artists,

explorers, and warriors, and such pursuits require a great deal of time in their own right. An

Exalt who knows this charm may tend to the affairs of her dominion with unparalleled speed and

efficiency, freeing up a great deal more time for her private pursuits.

So long as she spends at least 3 days in close contact with her administration during an action,

the Exalt retains full administrative control over her dominion, declaring admin actions and

enhancing the dominion's MDVs as normal. If her activities require her to be physically absent

for the entire action (for example, if she is launching an extended terraforming expedition into

the Wyld) she may instead spend an hour every day in contact with the administration via a long-

distance communication method such as the Infallible Messenger spell. Additionally, the time

freed up by this charm allows the Exalt to devote her nearly undivided attention to a single

dramatic action, eliminating multiple-action penalties associated with that action. Though any

additional non-political actions will penalize the Exalt's admin actions, the chosen action neither

suffers from nor inflicts such penalties.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Bureaucracy

|name=Impeccable Efficiency Administration

|cost=15 motes, 20 Talents, 2 Loyalty

|type=Simple

Page 67: Exalted Game of Kings

|duration=Indefinite

|keywords=Combo-Basic, Dominion

|essence=4

|min=5

|category=Eclipse

|prereqs=Bureau-Rectifying Method

|text=

For mortal leaders, perfect efficiency is only an ideal to aspire toward. For the Solar Exalted, it

is standard operating procedure. While this charm is active, the Exalt's dominion no longer

accumulates Red Tape naturally. Only hostile charms and similar supernatural effects can cause

the dominion to accumulate Red Tape, and even then its Red Tape total will automatically be

reduced at a rate of one point per action.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Bureaucracy

|name=Unsurpassable Ascendancy Style

|cost=5 motes and 3 Talents per action

|type=Extra Action

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=5

|category=Eclipse

|prereqs=Speed the Wheels, Indolent Official Charm

|text=

The dominions of the God-Kings are instruments of political action, which their rulers may wield

with superhuman effectiveness to impose their order on Creation. This charm creates a magical

flurry of admin actions, with a Speed and MDV penalty equal to the highest for any individual

action. The maximum number of actions in the flurry equals the Exalt's (Essence+1).

}}

{{2eSolCharm|

|source=Thundaka

|trait=Bureaucracy

|name=Manifold Hands of the Unconquered Sun

|cost=8 motes, 5 Talents

|type=Reflexive (Step 1)

|duration=One action

|keywords=Combo-OK, Dominion

|essence=4

|min=5

|category=Eclipse

|prereqs=Unsurpassable Ascendancy Style

|text=

Page 68: Exalted Game of Kings

As the masters of Creation, it is the responsibility of the Solar Exalted to be many places and do

many things for their subjects at the same time. While they cannot literally be everywhere at

once, this charm carries them one step closer to this ideal. The Solar invokes this charm at the

beginning of his turn to enhance an action. That action gains the benefits of a non-admin action

without suffering any of the drawbacks, negating multiple-action penalties and reducing MDV

penalties while allowing the Exalt to enhance the action with his own traits and charms. This

charm cannot enhance an action that can ''only'' be performed as an admin action (such as social

attacks), though the Solar may invoke it to enhance his personal dramatic actions. Up to

(Essence-3) invocations of this charm may be used concurrently.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Bureaucracy

|name=Thousand Tricks of the God-Kings

|cost= -

|type=Permanent

|duration= -

|keywords=Dominion

|essence=2

|min=3

|category=Eclipse

|prereqs=None

|text=

Solar kings and queens are singular geniuses of statecraft, shaping dominions into their ideal

empires much like a sculptor shapes raw clay. This charm permanently enhances the Exalt’s

capabilities, allowing her to create certain magically enhanced Constructions. As a rule, these

Constructions emulate the effects of Solar charms of minimum Essence 1-3 and cannot provide a

perfect defense against either physical or social threats. (Storytellers are strongly encouraged to

disallow Constructions which duplicate the effects of other Dominion charms or otherwise

provide a benefit far beyond those shown here. This charm is meant to provide the Exalt’s

dominion access to a variety of specialized supernatural powers, not to provide it an

overwhelming advantage in any particular arena.)

This charm allows the Exalt to build two of the following Constructions when it is purchased,

while additional Constructions may be learned at a cost of 3 experience points or 1 bonus point

each. (The player may substitute Storyteller-approved custom Constructions for the ones listed

here, provided that they conform to the general guidelines given above.) Both the dominion and

the Exalt herself must meet the Construction’s minimum Ability rating, and she must commit 5

motes for the duration of the creation process. There is no further Essence cost once the

Construction is complete, but all such Constructions cease to exist and must be reestablished if

the Exalt loses administrator status or is otherwise completely absent from the dominion for

more than (Essence) consecutive actions.

Page 69: Exalted Game of Kings

The Ability minimum and cumulative difficulty for each Construction are listed in parentheses.

All of these Constructions have a minimum Magnitude of 3, a Cost of 5 Talents, and a

Maintenance Cost of 1 Talent.

*'''Pestilence-Weathering Treatment Regimen''' (Resistance 2, [Magnitude]): The dominion may

add bonus successes to its Resistance rolls to prevent or mitigate the effects of an epidemic or

mass poisoning, spending two Talents for each success added. The maximum bonus equals

([Government+Resistance]/2) successes, rounded down, though this bonus stacks with any from

the administrator’s charms.

*'''Battle-Hardened Survivor Indoctrination''' (War 2, [Magnitude]): The dominion may improve

its soak against any military attacks it receives, adding one point of soak per Talent spent. The

dominion may raise its soak as high as desired, though the attack will still do minimum damage

as normal. In unit-scale warfare, every two Talents spent reduces the post-soak damage the

dominion’s units suffer by one die, to a minimum of one (or the average Essence of the opposing

forces, if facing supernatural foes).

*'''Inviolate Ideal Hierarchy''' (Integrity 3, [Magnitude x 3]): This Construction enhances one of

the dominion’s preexisting Accords, which must be an ideal or long-term goal of the dominion.

All mental influences which oppose that Accord are treated as unacceptable orders. This

Construction costs an additional two Loyalty to create, and a dominion may only purchase it

once.

*'''Ever-Vigilant Sentinel Forces''' (Awareness 3, [Territory x 2]): When the dominion is required

to make an Awareness roll to notice some unexpected threat--be it a military assault, a sudden

outbreak of plague, or even a subtle propaganda campaign--it may spend one Talent to

automatically detect the threat. If the threat requires evacuation, the dominion is guaranteed a

minimum of 3 days to do so.

*'''Sun-Blessed Triumph Campaign''' (Presence 4, [Magnitude x 2]): The dominion may add 6

Talents to the cost of its War action to render all of its military actions Holy during that action.

This grants a bonus to damage and soak equal to the dominion’s Military against the armies of

the Underworld, Wyld, or Malfeas, as well as any other units composed primarily of creatures of

darkness, in both unit- and dominion-scale warfare.

*'''Plague-Banishing Brilliance Infrastructure''' (Medicine 5, [Magnitude x 3]): By paying an

additional (Magnitude) Talents when treating an epidemic or mass poisoning, the Exalt may

enhance the treatment effort with any Solar Medicine charms he knows. Only admin actions

may be enhanced in this way.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Bureaucracy

|name=Forging the Celestial Kingdom

|cost= -

Page 70: Exalted Game of Kings

|type=Permanent

|duration= -

|keywords=Dominion, Stackable

|essence=6

|min=6

|category=Eclipse

|prereqs=Bureau-Rectifying Method, Foul Air of Argument Technique, Bureaucracy Essence

Flow

|text=

The transcendent wisdom of the Solar Exalted allows their subjects to rise above their mortal

limitations, creating a world greater than any they could build on their own. This charm

increases the maximum Attribute and Ability ratings of the Solar's dominions by 1. It may be

purchased up to (Bureaucracy-5) times, with each purchase further increasing the maximum

rating of the dominion's traits. Though the dominion may continue to function at this level for a

time in its administrator's absence, it is ultimately dependent on the Solar's Exalted wisdom.

Should the Solar lose his administrator status or abandon his dominion, the high ratings

permitted by this charm will permanently fade at a rate of one dot per 10 years, until they are

reduced to 5.

}}

== Socialize ==

{{2eSolCharm|

|source=Thundaka

|trait=Socialize

|name=Heaven's Reassurance

|cost=10 motes, 2 Talents, 1 Loyalty

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=5

|category=Eclipse

|prereqs=Understanding the Court

|text=

The words of the Solar Exalted calm and soothe the masses, for they carry the authority of the

Celestial Bureaucracy behind them. This charm supplements an admin Festival action, imbuing

it with supernatural potency. For every threshold success on the roll, the dominion reduces its

accumulated Unrest total by one point, to a minimum of zero.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Socialize

|name=Blessed Soothing Words

|cost=6 motes, 4 Talents

Page 71: Exalted Game of Kings

|type=Reflexive (Step 2)

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=4

|category=Eclipse

|prereqs=Mastery of Small Manners, Gathering the Congregation, Any Socialize Excellency

|text=

The Chosen of the Sun do not allow their faithful to be swayed by the lies and half-truths of

seditious malcontents. The Exalt may invoke this charm in response to any mental influence that

targets his dominion. It acts as a perfect parry that defeats even unblockable influences,

provided that they are not unexpected.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Socialize

|name=Celestial Serenity Defense

|cost=10 motes, 8 Talents, 1 Loyalty

|type=Simple

|duration=Indefinite

|keywords=Combo-Basic, Dominion

|essence=4

|min=5

|category=Eclipse

|prereqs=Heaven's Reassurance, Blessed Soothing Words

|text=

The Solar’s empires are bastions of stability, remaining tranquil even as the lands around them

succumb to dischord and anarchy. So long as this charm remains active, the dominion does not

suffer MDV penalties due to onslaught. It also reduces by 1 the penalties inflicted by the

dominion’s own actions, to a minimum of zero.

}}

{{2eSolCharm|

|source=Thundaka

|trait=Socialize

|name=Triumphant Justice Affirmation

|cost=7 motes, 4 Talents

|type=Reflexive

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=3

|category=Eclipse

|prereqs=Wise-Eyed Courtier Method, Wild Revelry Approach, Taboo-Inflicting Diatribe

|text=

Page 72: Exalted Game of Kings

The Solar’s people draw renewed faith and vigor from their righteous victories. This charm may

be invoked whenever the dominion channels one of its Virtues to enhance an action. If that

action succeeds, the dominion instantly recovers a number of Loyalty points equal to that

Virtue’s rating.

}}

== Survival ==

{{2eSolCharm|

|source=Thundaka

|trait=Survival

|name=Worldly Paradise Administration

|cost=25 motes, 30 Talents, 3 Loyalty

|type=Simple

|duration=Indefinite

|keywords=Combo-Basic, Dominion

|essence=5

|min=5

|category=Zenith

|prereqs=Food-Gathering Exercise, Trackless Region Navigation, Infinite Survival Mastery OR

Survival Essence Flow

|text=

In an Age when much of the world suffers in squalid misery, the Solar Exalted stand as shining

beacons of hope. It was thanks to their guiding hand that mankind was able to raise itself from

bare-bones survival to the opulent heights of the First Age, and they may yet restore the world to

its former glory.

While this charm remains active, the dominion adds 2 to its effective (Survival+Agricultural

specialties) total for all purposes. It also adds a bonus success to all Resistance and Medicine

rolls to survive disease, poison, or famine, which does not count as a charm bonus. Finally, the

dominion automatically heals one point of Unrest or Decimation at the beginning of every

action, as the supernatural security and fertility of its lands allow them to placate their people’s

fears and recover from even the most devastating losses of life.

}}

== War ==

{{2eSolCharm|

|source=Thundaka

|trait=War

|name=Fury of the Sun's Legions

|cost=4 motes and 2 Talents per die

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion, War

|essence=3

Page 73: Exalted Game of Kings

|min=4

|category=Dawn

|prereqs=Fury-Inciting Presence, Any War Excellency

|text=

The armies of the Solar Exalted strike with the fury of the noonday sun. This charm supplements

a dominion-scale military attack, adding one die of post-soak damage for every 4 motes and 2

Talents spent. The maximum bonus from this charm equals (Essence/2) damage dice, rounded

up.

}}

{{2eSolCharm|

|source=Thundaka

|trait=War

|name=The Lawgiver's Providence

|cost=8 motes, 5 Talents

|type=Reflexive (Step 2)

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=4

|category=Dawn

|prereqs=Heroism-Encouraging Presence

|text=

Even in their people's darkest hour, the Lawgivers shine through. Whether the faerie hordes, the

armies of the Underworld, or the natural forces of Creation threaten them, the God-Kings will

always find a way to protect them. This charm may be invoked in response to any Decimation-

inflicting attack which targets the Solar's kingdom. For this purpose, "attacks" include both

military attacks and natural disasters such as volcanoes and tsunamis. This defense does not

apply against attacks which physically leave no room to run or hide (such as the explosion of a

Soulbreaker Orb), or to unexpected attacks, but in all other cases it functions as a perfect parry

against even magically unblockable and undodgeable attacks on the dominion.

}}

{{2eSolCharm|

|source=Thundaka

|trait=War

|name=Aegis of Divine Protection

|cost= - (3 Willpower, (Territory) Talents)

|type=Permanent

|duration= -

|keywords=Dominion, Obvious

|essence=5

|min=5

|category=Dawn

|prereqs=The Lawgiver's Providence

|text=

Page 74: Exalted Game of Kings

To the Lawgivers, "impossible" is a meaningless word: there are only the victors and those who

lack the power to protect what is theirs. This charm permanently enhances its prerequisite. By

adding (Territory) Talents to the cost of the charm, the Exalt may invoke it to negate even those

attacks which provide no opportunity for escape. This defense manifests as a miasma of golden

light that radiates from the Exalt's anima to blanket the entire dominion, temporarily forming an

impenetrable barrier that turns even the most formidable of supernatural forces away from the

dominion's borders. The maximum Territory which may be protected in this way equals the

Solar's (Essence x 2).

}}

= Lunar Charms =

== Charisma ==

{{2eLunCharm|

|source=Thundaka

|trait=Charisma

|name=Blessing of the Bloody Huntress

|cost=4 motes and 3 Talents per dot

|type=Reflexive (Step 1 or 2)

|duration=Until next action

|keywords=Combo-OK, Dominion

|essence=3

|min=4

|category=Changing Moon

|prereqs=Any Charisma Excellency

|text=

By Luna's grace, her faithful find the strength to resist their oppressors. This charm raises the

dominion's effective Military rating for all purposes until its next action. The maximum bonus

from this charm is equal to the Lunar's Essence.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Charisma

|name=Mercurial Tide Defense

|cost=6 motes, 5 Talents

|type=Reflexive (Step 2)

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=4

|category=Changing Moon

|prereqs=Face of the Moon Concealment

|text=

Page 75: Exalted Game of Kings

Like the receding ocean, Luna's power allows those her Stewards protect to slip from harm's way

into the dark safety of night. This charm may be invoked in response to any Decimation-

inflicting attack, provided that it is not unexpected. It acts as a perfect dodge that defeats even

undodgeable attacks, though it provides no protection to Constructions and similar objects which

cannot be moved.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Charisma

|name=Braving the Teeth of Creation

|cost= -

|type=Permanent

|duration= -

|keywords=Dominion

|essence=3

|min=4

|category=Changing Moon

|prereqs=Maintaining the Pack

|text=

The Lunar Exalted demand hardiness from their wards, for the only societies worth protecting

are those capable of standing on their own. This charm enhances the Lunar's capabilities by

permitting the dominions he controls (either as an administrator or through use of Mindful

Steward Technique) to create the following Construction. The Lunar must commit 4 motes for

the duration of the creation process, and all invocations of the Construction are permanently lost

and must be re-established if the Lunar does not attend to the dominion for longer than a full

year.

*'''Moon-Blessed Fortitude''' (Cost 10, Maintenance Cost -, Difficulty [Magnitude x 3]): The

Lunar's patronage subtly alters all aspects of the dominion's society, from its cultural taboos to its

sanitation systems, leaving it better equipped to resist any sort of threat that would endanger the

society as a whole. This Construction increases the amount of Unrest the dominion can sustain

before undergoing Revolution, and the amount of Decimation it can sustain before losing

Magnitude, by one level, in effect granting it a bonus "health level" for this purpose. A

dominion may possess up to (Lunar's Essence) iterations of this Construction.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Charisma

|name=Resilience of Luna's Faithful

|cost=8 motes, 5 Talents, 1 Loyalty

|type=Reflexive (Step 10)

|duration=Until next action

|keywords=Combo-OK, Dominion

|essence=4

|min=5

Page 76: Exalted Game of Kings

|category=Changing Moon

|prereqs=Braving the Teeth of Creation

|text=

Luna protects her flock not by mothering and coddling them, but by giving them the strength to

survive any hardships they may suffer. The Lunar may invoke this charm in response to any

threat which would force the dominion to undergo Revolution or suffer Magnitude loss. It

postpones the effect until the dominion's next turn, at which point the charm may be re-invoked

to extend the effect. Any additional Unrest or Decimation the dominion suffers continues to

accumulate past 10 and must be reduced as normal (either through the Festival action, the

passage of time, or the use of appropriate charms).

}}

{{2eLunCharm|

|source=Thundaka

|trait=Charisma

|name=Moon-Shadowed (Attribute) Puissance

|cost= -

|type=Permanent

|duration= -

|keywords=Dominion

|essence=3

|min=5

|category=Changing Moon

|prereqs=Flawless Charisma Focus

|text=

The Stewards are masters of adaptability, and they expect no less from their followers. This

charm enhances the Lunar's capabilities by allowing the dominions he controls (either directly or

through use of Mindful Steward Technique) to learn Attribute specialties. The actual creation

process is identical to that for normal Ability specialties, save that the Lunar must commit 3

motes while it is being built. Much like its prerequisite, the Attribute specialties it provides are

very broad: a dominion could purchase a Culture specialty in "Opposing the Realm" to raise its

MDVs against all the Realm's social attacks, or it could purchase a Military specialty in the

Melee Ability to raise all its (Military+Melee) dice pools, including attack rolls and Parry DVs.

A dominion may purchase up to 3 such specialties for each Attribute; these may stack with

appropriate Ability specialties, though only to the usual limit allowed by the dominion's

Magnitude. The specialties provided by this charm depend on the Lunar's reinforcement, and as

such all specialties are permanently lost if the Lunar does not attend to the dominion for more

than a year.

A second version of the charm exists which has Flawless Manipulation Focus as its prerequisite

and requires Manipulation 5 instead of Charisma 5. Aside from these changes, the two versions

are identical.

}}

== Manipulation ==

Page 77: Exalted Game of Kings

{{2eLunCharm|

|source=Thundaka

|trait=Manipulation

|name=Blessing of the White Navigator

|cost= 4 motes and 3 Talents per dot

|type=Reflexive (Step 1 or 2)

|duration=Until next action

|keywords=Combo-OK, Dominion

|essence=3

|min=4

|category=Changing Moon

|prereqs=Any Manipulation Excellency

|text=

By Luna's grace, her faithful find the cunning to overcome threats from both within and without.

This charm raises the dominion's effective Government rating for all purposes until its next

action. The maximum bonus from this charm is equal to the Lunar's Essence.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Manipulation

|name=Mindful Steward Technique

|cost=5 motes

|type=Simple

|duration=Indefinite

|keywords=Dominion

|essence=3

|min=3

|category=Changing Moon

|prereqs=Any Manipulation Excellency

|text=

Though the Stewards value independence and self-sufficiency in those they protect, there are

times when their people require a helping hand. This charm allows the Lunar to support the

actions of a dominion in which he has at least one dot of Backing. Both the Lunar and the

dominion's administrator may invoke their Dominion charms to enhance the dominion's actions,

and may even supplement the same action with both their charms, though all charm costs are

cumulative. (Bonus dice and successes from the Lunar's charms do not stack with those from the

administrator's charms: only the highest bonus applies.) Similarly, the dominion may use the

higher of the administrator's or the Lunar's traits when calculating the dominion's admin dice

pools and its MDVs. This charm does not permit the Lunar to declare any of the dominion's

actions, only enhance the actions it already takes, and it automatically fails if the administrator

rejects the Lunar's aid. However, neither the administrator nor any other observers will be aware

of the Lunar's influence unless they succeed at a reflexive (Intelligence+Awareness) roll,

opposed by the Lunar's(Manipulation+Stealth).

Page 78: Exalted Game of Kings

The Lunar may only aid one dominion in this manner at a time, and must devote at least one

miscellaneous action to the dominion on any turn when it is used to enhance the dominion's traits

or actions. A dominion may only benefit from one invocation at a time, though a Lunar who

wishes to take control from another may do so by scoring more successes on an opposed

(Manipulation+Essence) roll when she invokes the charm.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Manipulation

|name=Stern Shepherd's Rebuke

|cost= -

|type=Permanent

|duration= -

|keywords=Dominion

|essence=3

|min=5

|category=Changing Moon

|prereqs=Mindful Steward Technique

|text=

At times the Steward's flock may go astray, and require a firm and forceful hand to guide them

back to the right path. This charm permanently upgrades Mindful Steward Technique, allowing

it to affect the dominion's actions even when the administrator opposes the Exalt. The Exalt may

reflexively roll (Manipulation+Bureaucracy) when his influence is discovered by a hostile

administrator, who must oppose it with his own ([Charisma or Manipulation]+Bureaucracy). If

the Exalt scores more successes, he may continue to apply his charms and traits. The Lunar may

also roll to manipulate the dominion's actions (see [[Dominion Actions|here]]) as a reflexive

action, provided that he commits 2 motes for each action so affected. Finally, the Exalt may

commit an additional 5 motes and perform the roll above at a -3 external penalty to seize

temporary administrative control. This allows him to declare all of the dominion's admin and

non-admin actions during that action, though this is treated as a Simple action and prevents the

Lunar from taking any non-reflexive independent actions while he leads in this manner. As

normal, the Exalt and administrator add their respective Backing ratings as bonus successes to all

of these rolls.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Manipulation

|name=Wise Shepherd's Guidance

|cost= 10 m, 10 Talents, 2 Loyalty

|type=Simple

|duration= Indefinite

|keywords=Dominion, Obvious

|essence=4

|min=5

Page 79: Exalted Game of Kings

|category=Changing Moon

|prereqs=Mindful Steward Technique

|text=

When his flock's situation is dire, the Lunar may choose to devote his full strength to their

protection. This charm allows the Lunar to act as a "co-administrator" of the dominion,

permitting both him and the administrator to declare admin actions independently. Either party

may perform a flurry without inflicting multiple-action penalties on the other's admin actions,

and only the higher of the two MDV penalties applies to the dominion. Like its prerequisite, the

Lunar's traits and charms may be used to enhance the dominion's MDVs and reflexive admin

actions. This charm also fails without the administrator's consent (in which case only the mote

cost of the charm is expended), and due to its Obvious nature there is no way for the Lunar to

conceal its use.

The Lunar ''may'' invoke the prerequisite while this charm is active, allowing him to enhance the

administrator's actions while performing additional actions of his own. However, the Lunar must

take a Simple action when Mindful Steward Technique is invoked (preventing him from

declaring any admin actions of his own during that turn), as well as a miscellaneous action on

any turn in which he enhances the administrator's actions this way. The mote commitment for

each charm must be paid seperately.

}}

== Appearance ==

{{2eLunCharm|

|source=Thundaka

|trait=Appearance

|name=Blessing of the Two-Faced Bride

|cost=4 motes and 3 Talents per dot

|type=Reflexive

|duration=Until next action

|keywords=Combo-OK, Dominion

|essence=3

|min=4

|category=Changing Moon

|prereqs=Any Appearance Excellency

|text=

By Luna's grace, her faithful find the confidence to resist even the most tempting of subversive

lies. This charm raises the dominion's effective Culture rating for all purposes until its next

action. The maximum bonus from this charm is equal to the Lunar's Essence.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Appearance

|name=Majesty of the Herd

|cost=6 motes, 3 Talents, 1 Loyalty

Page 80: Exalted Game of Kings

|type=Simple

|duration=Indefinite

|keywords=Combo-OK, Dominion

|essence=5

|min=5

|category=Changing Moon

|prereqs=Perfect Symmetry, Blessing of the Two-Faced Bride

|text=

A united people is a thing of beauty and terror, for such a culture has the power to move the

world. This charm doubles the maximum MDV penalty/bonus the Lunar's dominion may benefit

from due to differences in Culture. At Essence 6+, the Lunar may commit 10 motes to ignore

this limit altogether.

}}

{{2eLunCharm|

|source=Thundaka

|trait=Appearance

|name=Unyielding Silver Drive

|cost=5 motes, 1 Talent, 1 Loyalty

|type=Simple

|duration=Indefinite

|keywords=Dominion

|essence=4

|min=4

|category=Changing Moon

|prereqs=Irresistible Silver Spirit

|text=

The Stewards are unyielding defenders of their chosen people, never resting or relaxing their

guard for an instant while their dominions stand threatened. When this charm is invoked, the

Lunar's player names a dominion the Lunar controls (either as an administrator or through use of

Mindful Steward Technique), along with a specific political goal he will achieve through that

dominion. So long as the charm persists the Lunar adds a bonus success to all of his admin

actions (though not to the dominion's DVs or MDVs), and his Attribute Excellencies may add up

to (Attribute+Essence) dice to these actions. He also ignores all fatigue penalties.

Until the Lunar's goal is accomplished, he must successfully roll (Willpower) in order to take

any action that does not directly support his chosen goal. Even then, such actions suffer a -2

internal penalty. (The Lunar's non-political actions, or actions taken through other dominions,

always suffer this penalty, and do not enjoy the charm's benefits.) Such actions may still be

performed as non-admin actions or by a deputy administrator, however, in which case the charm

neither penalizes nor benefits them. Ending the charm prematurely requires a Willpower roll at a

difficulty of the Lunar's Conviction, a roll which may only be attempted once per action.

}}

= Dragon-blooded Charms =

Page 81: Exalted Game of Kings

== Bureaucracy ==

{{2eTerCharm

|source=Thundaka

|trait=Bureaucracy

|name=Terrestrial Regency Mandate

|cost=4 motes, 1 W

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=2

|min=4

|category=Water

|prereqs=Any Bureaucracy Excellency

|text=

The Terrestrial Exalted were created to be the emissaries and executors of Heaven's will, a will

that no mere mortal may resist. This charm may supplement any admin action taken against a

mortal-led dominion, guaranteeing that the Dragon-blood succeeds with at least one threshold

success. If the roll would already succeed, he adds a single bonus success (which does not count

as a charm bonus). Outside of political combat, the Dragon-blood may use the charm to enhance

any Bureaucracy action which targets a mortal in the same way. This charm has no effect on

Essence users.

}}

{{2eTerCharm

|source=Thundaka

|trait=Bureaucracy

|name=Peerless Mandarin Style

|cost=3 motes, 1 Talent

|type=Reflexive (Step 1)

|duration=Instant

|keywords=Dominion, Cooperative

|essence=2

|min=3

|category=Water

|prereqs=Any Bureaucracy Excellency

|text=

The Chosen of the Dragons strengthen a dominion by pooling their power, protecting their lands

through humble service and strength of numbers rather than overwhelming displays of brilliance.

The Dragon-blood may use this charm to supplement a dominion's admin action, provided that

he has at least one dot of Backing in that dominion and the administrator consents. The action

gains a +1 die bonus, which does not count as a charm bonus, and the Dragon-blood may invoke

one of his own Dominion charms without need for a Combo. Only Supplemental and Reflexive

charms may be activated in this way, though this charm does not interfere with the

administrator's own charm use. Multiple Dragon-bloods may enhance the same action, in which

case the bonus stacks and each participant may add an additional charm. (In any case, multiple

Page 82: Exalted Game of Kings

Excellencies or similar charms do not stack; only the highest bonus applies.) The maximum

number of participants equals the highest Essence among all participating Dragon-bloods. A

single Exalt may supplement a maximum of (Bureaucracy) admin actions in this way, though he

may not take any admin actions of his own on a turn when the charm is invoked.

}}

{{2eTerCharm

|source=Thundaka

|trait=Bureaucracy

|name=Lifted on the Dragon's Wings

|cost=6 motes, 5 Talents, 1 Loyalty

|type=Simple

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=4

|min=5

|category=Water

|prereqs=Peerless Mandarin Style

|text=

The Exalt's power complements and reinforces that of her superiors, allowing them to focus their

attention on the state's welfare while she attends to a particularly urgent matter. When this

charm is invoked, the Dragon-blood selects a single dominion action to focus her full attention

on. The Dragon-blood must have Backing in the dominion, and the administrator must approve

her use of the charm. That action gains the benefits of an admin action, allowing the Dragon-

blood to enhance it with her own traits and charms, but does not inflict multiple-action penalties

on the administrator's own actions. (It still inflicts the usual MDV penalty on the dominion,

however.) A dominion may only benefit from one invocation of this charm at a time, and while

she uses this charm the Dragon-blood may not take any other actions of her own.

}}

== Survival ==

{{2eTerCharm

|source=Thundaka

|trait=Survival

|name=Aegis of the (Element) Dragon

|cost=6 motes, 3 Talents

|type=Reflexive

|duration=Instant

|keywords=Combo-OK, Cooperative, Dominion

|essence=3

|min=4

|category=Wood

|prereqs=Tireless Caravan Prana

|text=

Page 83: Exalted Game of Kings

The Terrestrial Exalted are masters of the elements, and they may use that mastery to protect

their people from harm. Aegis of the (Element) Dragon is a group of five related charms, each of

which protects the Dragon-Blood's dominion from specific elemental threats. The Air version

provides protection against tornadoes and hurricanes, the Earth version defends it against

earthquakes and landslides, the Fire version shields it from wildfires and volcanic eruptions, the

Water version protects it from floods and tsunamis, and the Wood version guards against

epidemics and mass poisonings. Other natural threats should be grouped into one of these

categories, though no version of the charm protects against Wyld storms or other supernatural

threats without an elemental aspect.

When invoked in response to an appropriate disaster, the charm reduces the Severity and

Decimation of the disaster by 1. (The Wood version reduces the Difficulty to Treat and

Morbidity of the epidemic, or the Toxicity and Damage of the poison, by 1 instead.) Multiple

Dragon-blooded may invoke the charm simultaneously, reducing the difficulty by 1 per

participant (minimum 1). The maximum number of participants equals (highest Essence of

participants - 2).

}}

= Abyssal Charms =

== Socialize ==

{{2eAbyCharm

|source=Thundaka

|trait=Socialize

|name=Dissent-Quelling Brutality

|cost=3 motes + 1 Talent and 1 Decimation per

|type=Reflexive

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=3

|category=Moonshadow

|prereqs=Exquisite Etiquette Style, Any Socialize Excellency

|text=

In order to maintain order, some sacrifices must be made. This charm must be invoked at the

beginning of the dominion's turn, and allows the Exalt to cleanse his society of rebellious

elements through a series of violent purges. For every Talent spent on the charm, the dominion

may replace (Abyssal's Essence) points of Unrest with a single level of Decimation.

}}

== War ==

{{2eAbyCharm

|source=Thundaka

|trait=War

Page 84: Exalted Game of Kings

|name=Harvest of Misery

|cost=3 motes, 1 Talent

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion, War

|essence=3

|min=3

|category=Dusk

|prereqs=Arise and Slaughter

|text=

The Abyssal's forces feed off the suffering and devastation they leave in their wake. This charm

supplements a dominion-scale military attack. For every level of Decimation the target

dominion suffers, or every dot of Magnitude its armed forces lose, the Abyssal's dominion

recovers (Abyssal's Essence) Talents. This charm may not feed off more levels of

Decimation/Magnitude loss than the Abyssal's War rating.

}}

{{2eAbyCharm

|sourceThundaka

|trait=War

|name=Ecstatic Subjugation

|cost= - (2 motes, 3 Talents)

|type=Permanent

|duration= -

|keywords=Dominion, War

|essence=3

|min=5

|category=Dusk

|prereqs=Harvest of Misery

|text=

The Abyssal's armies exult and draw strength from their enemies' downfall. This charm

permanently enhances Harvest of Misery, allowing the Abyssal's dominion to recover Loyalty as

well as Talents. By paying the surcharge listed above the dominion may convert each level of

Decimation/Magnitude loss into a point of recovered Loyalty, though it forfeits the Talents it

would normally recover from that Decimation. (The Exalt may choose to use both effects at

once, though, so the dominion converts some levels into Talents and others into Loyalty.)

}}

{{2eAbyCharm

|source=Thundaka

|trait=War

|name=Legion-Raising Massacre

|cost= 10 motes, 8 Talents, 2 Loyalty

|type=Supplemental

|duration= Indefinite

|keywords=Dominion, Obvious, War

Page 85: Exalted Game of Kings

|essence=6

|min=6

|category=Dusk

|prereqs=Ecstatic Subjugation

|text=

Even death is no escape for the Abyssal's enemies, for the power of the Neverborn reaches

beyond the grave. This charm supplements a dominion-scale military attack, allowing the Exalt

to raise the bodies of his fallen enemies and draft them to the defense of his kingdom. For every

two levels of Decimation/Magnitude loss inflicted on the target, rounded down, the Abyssal's

dominion "heals" one level of Decimation it has suffered. It could instead use the risen forces to

replenish the dominion's martial strength, recovering a dot of lost military Magnitude per 2 levels

inflicted, though only if the original Magnitude of the target was at least 2 greater than the new

Magnitude of the armed forces.

Example: ''The Mask of Winters catches the forces of Lookshy completely off-guard, inflicting

four dots of Magnitude loss in a single attack and reducing their Magnitude 11 forces to

Magnitude 7. If the Mask's forces had a Magnitude of 8, he could only increase the Magnitude

of his armed forces by one dot. The charm does not allow him to expand his armed forces to

greater than Magnitude 9 (11 - 2), so he cannot benefit from the second level of healing. Further

use of the charm would not provide any reinforcements, since the Mask's forces are now much

larger than those of Lookshy, though his dominion could still use the charm to recover any levels

of Decimation it has suffered.''

This healing is only temporary, unfortunately. Only the Exalt's necrotic Essence sustains the

reanimated troops, so if the Essence committed to the charm is released the healing granted by

this charm will be negated. However, any further Decimation the dominion sustains is

subtracted from these "recovered" health levels first, allowing the reanimated troops to act as a

buffer against further losses.

}}

{{2eAbyCharm

|source=Thundaka

|trait=War

|name=World-Slaying Genocide

|cost=10 motes, 8 Talents, 1 Loyalty

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=4

|min=5

|category=Dusk

|prereqs=All-Consuming Encirclement

|text=

The Abyssal Exalted are charged with bringing the end of all that lives, a role their dark powers

are more than capable of fulfilling. This charm supplements a dominion-scale military attack

Page 86: Exalted Game of Kings

that seeks to inflict Decimation on a dominion. If that attack would inflict Magnitude loss on the

target, it will permanently lose two dots of Magnitude rather than the usual one.

This charm may be re-purchased at War 7 and Essence 7, allowing the Abyssal to double the

charm's cost in order to inflict a third dot of Magnitude loss. A third and final purchase is

available at War 10 and Essence 10, which triples the cost in order to inflict 4 dots of Magnitude

loss.

}}

= Infernal Charms =

== Malfeas ==

{{2eInfCharm

|source=Thundaka

|trait=

|name=Glorious Tyrant Aura

|cost= -

|type=Permanent

|duration= -

|keywords=Dominion

|essence=4

|min=

|category=Slayer

|prereqs=Impervious Primacy Mantle

|text=

Malfeas is the rightful king of Creation, and none but him truly possesses the right to rule. This

charm permanently adds (Essence) dice to all of the Infernal's rolls to gain administrator status,

defend his position from a usurper, or prevent interference with his political actions. This aura of

terrible authority is not without its disadvantages, however: next to the Infernal's radiant visage,

his own subordinates appear weak and unworthy of the privilege of leadership. As a result, all

actions taken by deputy administrators lose the same number of dice as an internal penalty,

forcing the Infernal to constantly attend to his dominion if he does not wish to undermine its

government.

}}

{{2eInfCharm

|source=Thundaka

|trait=

|name=Salting the Ashes

|cost=8 motes, 10 Talents, 1 Loyalty

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion, War

|essence=5

|min=

Page 87: Exalted Game of Kings

|category=Slayer

|prereqs=Sun-Salted Fields

|text=

Malfeas is not magnaminous in victory. The King of the Yozis has not forgotten the pain and

humiliation he suffered at the hands of his creations, and would love nothing more than to force

the same suffering upon them. This charm supplements a dominion-scale military attack. If the

target dominion would lose Magnitude as a result of this attack, the Infernal may instead choose

to ravage the dominion's infrastructure, inflicting permanent trait losses on the dominion. The

cost to reduce a trait is equal to its unfavored bonus point cost: reducing the target's Military

rating would cost 4 points, while destroying a specialty costs 1 point. The Infernal receives

(Essence) points to spend on this charm, plus an additional two points for each level of

Decimation inflicted past 9.

}}

== She Who Lives in Her Name ==

{{2eInfCharm

|source=Thundaka

|trait=

|name=Harmony in Submission

|cost=3 motes, 3 Talents, 1 Unrest

|type=Reflexive

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=3

|min=

|category=Defiler

|prereqs=Analytical Modeling Intuition

|text=

It is the Defiler's holy duty to combat and eliminate disorder in all its forms, no matter what the

cost. This charm is activated at the beginning of the dominion's turn, and allows the Infernal to

quickly eliminate inefficient and wasteful bureaucratic practices through the imposition of

draconian (but effective) emergency measures. The dominion reduces its current Red Tape by

an amount equal to the Infernal's Essence (to a minimum of zero), though it also gains a point of

Unrest.

}}

== Adorjan ==

{{2eInfCharm

|source=Thundaka

|trait=

|name=Winds of Madness

|cost=6 motes, 8 Talents

|type=Supplemental

|duration=Instant

Page 88: Exalted Game of Kings

|keywords=Combo-OK, Dominion

|essence=4

|min=

|category=Scourge

|prereqs=Tragic Love Amusement

|text=

The Silent Wind destroys not out of hatred, but because destruction is her nature. This charm

supplements a social attack made against a rival dominion, touching them with the subtle

madness of the Silent Wind. If the social attack succeeds, the society as a whole is afflicted with

a derangement of the Infernal's choosing. They may suffer from a crippling fear of the Infernal's

dominion, leading the target to take every opportunity to appease and otherwise avoid

confrontation with them, or they may suffer a delusion of military invincibility that leads them

into a suicidal campaign against a vastly superior force. Note that this derangement afflicts the

populace and bureaucracy ''as a whole,'' rather than any particular citizen. The administrator and

other individual bureaucrats may well see the foolishness of the dominion's actions, but the

government as a whole will continue to act under the influence of the derangement.

Mechanically, these urges manifest both as resistance to a particular dominion action (either

admin or non-admin) and as spontaneous non-admin actions. In either case, the administrator

rolls the dominion's relevant Virtue. If this roll fails, he must spend a point of Loyalty to

continue with his chosen action or to prevent the derangement-inspired action. The dominion

will only be freed of the derangement's influence once it has spent 6 Loyalty in this manner to

resist.

}}

{{2eInfCharm

|source=Thundaka

|trait=

|name=Whispering Chaos

|cost=8 motes, 10 Talents, 1 Loyalty

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=5

|min=

|category=Scourge

|prereqs=Winds of Madness

|text=

Though she may be briefly pleased by simple acts of destruction, what the Silent Wind truly

savors is self-destruction. More than anything else, she loves to set a society against itself and

laugh as it tears itself apart from within. This charm supplements a social attack against a rival

dominion, causing it to infect that dominion with uncontrollable, self-defeating paranoia. Each

action, the administrator must roll his (Bureaucracy+Socialize) as a reflexive action with a

difficulty of the Infernal's Essence. Failing this roll causes the dominion to accumulate a point of

Unrest, which can only be avoided by spending two points of Loyalty. Should the dominion

undergo Revolution, the administrator automatically loses control, and all attempts to regain his

Page 89: Exalted Game of Kings

position suffer a -(Essence) internal penalty. The charm only ends once one of two things has

happened: either the administrator succeeds on the roll (Essence) times, or the dominion has

spent (Essence x 2) Loyalty to resist.

}}

== Ebon Dragon ==

{{2eInfCharm

|source=Thundaka

|trait=

|name=Shadows of Avarice

|cost=7 motes, 7 Talents

|type=Supplemental

|duration=Instant

|keywords=Combo-OK, Dominion

|essence=4

|min=

|category=Fiend

|prereqs=Damning Petulance Technique, Selfishness is Power

|text=

As the living incarnation of selfishness and vice, the Shadow of All Things scoffs at the so-called

virtuous of the world, and delights in twisting their precious Virtues against them. This charm

supplements a social attack against a rival dominion, causing it to corrupt the expression of one

of the dominion's Virtues. Whenever the dominion takes an action which directly supports the

chosen Virtue (as declared by the Storyteller), the influence of this charm corrupts it into an

extreme expression of that Virtue with disastrous consequences. These actions should follow the

guidelines for an [[Numeric_Traits#Virtues|uncontrolled Revolution]] of the appropriate type.

Resisting this self-destructive impulse costs the dominion a point of Loyalty, and even then the

action suffers an internal penalty equal to the Virtue's rating. The charm's influence ends once

the dominion has spent Loyalty equal to the rating of the affected Virtue.

}}

Page 90: Exalted Game of Kings

Other Powers = Sorcery and Necromancy =

== Modified Spells ==

''Sorcery'':

*'''Rain of Doom''': The venomous rain inflicts 15 levels of Decimation on the target area, minus

one level for every success on a (Culture+Resistance) roll. Additionally, the ravages to plant and

animal life reduce the area's terrain modifier to -5. The land recovers from the latter effect at a

rate of 1 point per year, until it eventually returns to its previous rating.

*'''Benediction of Archgenesis''': When cast in an area with a negative terrain modifier, that

modifier increases by one point per turn until it reaches +3. This fertility is effectively

permanent; only a supernatural effect of equal potency can permanently reduce the modifier.

When the affected area has a terrain modifier of 0 or greater, however, the modifier continues

increasing to a maximum of (sorceror's Essence). This supernatural fertility persists for a full

season, after which it decreases just as rapidly until it falls to -4. This decreased rating is also

effectively permanent, and cannot be undone by further castings of the spell.

*'''Curse of Unyielding Mist''': The mists decrease the dominion's effective Compassion and

Conviction ratings by one dot each (minimum 1), and cause the dominion to lose a dot of

Loyalty each action for as long as its people reside in that area. (This is not a mental influence,

but simply a side effect of living in such a supernaturally demoralizing place.) In addition, the

rampant rot and fungal growth reduce the terrain modifier of the area to -3 (assuming that it was

not already lower).

*'''Enemy of Nature''': The difficulty increase applies to all non-reflexive dominion actions, and

is determined based on the area's terrain modifier: +1 in areas with a -4 modifier, +2 in areas

with a -3 modifier, and +3 in more fertile areas. The massed attacks of these creatures are

represented by a single dominion-scale attack at the beginning of each turn. This attack is

backed by an effective Magnitude of (5 + terrain modifier) and strikes with 10 successes, plus or

minus any gained from differences in Magnitude.

*'''Light of Solar Cleansing''': This spell only affects dominions or military units which are

primarily populated by creatures of darkness and which lie within its area of effect. It inflicts

(Essence x 2) dice of Decimation or Magnitude loss, which cannot be soaked and can only be

dodged or parried with appropriate perfect defenses.

*'''Mirage of Protective Shelter''': The protected dominion and any other dominions it attempts to

interact with suffer a -(Essence) external penalty on all social attacks between them, due to the

difficulties of communicating with such an inaccessible location. To attack a dominion protected

by this spell, the attacking dominion must either pay 3 Loyalty or invoke a perfect mental

defense each turn. When it ceases to pay this cost, the attacker's forces will find themselves

wandering out of the protected dominion, and will be unable to find their way back.

Page 91: Exalted Game of Kings

*'''Pressed Beyond the Veil of Time''': This spell affects a maximum Territory of (Essence x 2).

Any dominion that attempts to take root in the territory that replaces the dominion suffers +1

difficulty on its Conviction rolls to regain Loyalty, and automatically gains an Accord toward

"Moving somewhere else." Needless to say, no large-scale military or social attacks are possible

against the dominion so long as it is protected.

''Necromancy'':

*'''Blood Monsoon''': In addition to its short-term effects, the spell also reduces the effective

terrain modifier of the land by 2 for the next year. In addition, once the spell is cast (and every

25 weeks thereafter until the year ends) the dominion must make a Virulence check at +1

difficulty to avoid an outbreak of the plague.

= Artifacts =

== Modified Artifacts ==

From ''Wonders of the Lost Age'':

*'''The Five-Metal Shrike''': In dominion-scale mass combat, the Shrike is treated as an

independent military force with an effective Magnitude of 8. Its attacks (which are aimed with

Archery) cannot be parried, and thanks to its Aegis power and healing abilities it cannot be

damaged at all in dominion-scale combat. Any small dominions (Territory 5 or less) unfortunate

enough to be targetted by the Godspear will suffer 20 levels of Decimation, assuming they are

not small enough to be completely vaporized.

*'''Sky-Mantis Tower''': Within its area of effect, the tower can increase or decrease the terrain

modifier by up to 2. It can also reduce the Severity and Decimation of any approaching

tornadoes or hurricanes by the same amount (minimum 1), though it has no effect on natural

disasters which are not based on weather. A single tower can benefit a dominion of up to

Territory 7. Larger areas can be protected by a linked network of sky-mantis towers, in which

case a Magnitude of them equal to (Territory - 7) must be manufactured.

*'''Thousand-Forged Dragon''': In dominion-scale mass combat, an individual dragon can be

treated as a force with a Magnitude of 5. A force of multiple dragons has an effective Magnitude

of (actual Magnitude + 5). Their Geomantic Singularity power will complete obliterate any

dominion with Territory 7 or less, while dominions of up to Territory 10 will suffer 15 levels of

Decimation as an unblockable and undodgeable attack (assuming that the dominion contains an

appropriate manse, of course).

*'''Soulbreaker Orb''': The detonation covers an area of Territory 7. If the dominion is composed

primarily of mortals, it is annihilated; every single person is killed, save perhaps a handful of

Exalts or spirits. If the dominion is largely composed of supernatural beings, it instead suffers 30

levels of Decimation. This damage cannot be soaked, dodged, or parried. Mortal dominions of

up to Territory 10 can be affected, in which case they suffer 20 levels of Decimation (which are

soaked normally).

Page 92: Exalted Game of Kings

From ''Dreams of the First of Age'':

*'''''Titan''-Class Aerial Citadel''': Each such fortress has an effective Magnitude of 10 in

dominion-scale combat, though its formidable shielding grants it a soak of 15. The Eye of

Judgment attack deals 30 levels of Decimation to an area of up to Territory 5 and cannot be

parried, though its slow release time adds 2 to the Dodge DV of any forces seeking to escape the

area. In the event that the fortress explodes, it will inflict 50 levels of Decimation to every

dominion within an area of Territory 21.

Miscellaneous:

*'''The Eye of Autochthon''': The Eye is a Shaping artifact of near-limitless power, which affects

an area of up to Territory 20. Within that area, its effects are limited only by the user's

imagination: it can turn barren desert into lush farmland, raise up whole mountain ranges to

block (or trap) an invading army, re-route dragon lines to create powerful new demesnes or de-

power existing ones, even obliterate hostile kingdoms with earth-splitting tremors and volcanic

eruptions. This final effect is treated as a natural disaster with a Decimation and Severity of 10,

and can target a dominion of up to Territory 10 within its area of effect. The Eye's Shaping

powers are even more deadly to the Fair Folk: the user may target them with a surge of

calcifying energy, which annihilates every fae within a radius of Territory 7 and inflicts 30 levels

of Decimation within a larger area of up to Territory 10, but leaves other creatures untouched.

Each effect is invoked as a seperate dramatic action, with the more permanent changes (such as

creating a new mountain range) going into effect over the course of a full week.

Unfortunately, the Eye's power is extremely unstable. Every time its power is invoked, the user

must roll a single die. (If multiple effects are invoked in the same turn, the user must roll

multiple times.) When a 1 is rolled, its power backfires catastrophically: every living thing in a

Territory 10 area, including the user, is instantly annihilated--typically by transforming into

pillars of salt, spontaneously bursting into flame, or in some other equally impossible manner--

while every dominion within its area of effect suffers 20 levels of Decimation as the world's

natural geomancy violently reasserts itself. The geography of the region returns to its original

state over the course of a week, while the Eye itself has inevitably vanished without a trace.

= Thaumaturgy =