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Published by ronin0472, 2022-11-18 06:27:56

Hundred_Devils_Night_Parade_(Collected_Edition)

Hundred_Devils_Night_Parade_(Collected_Edition)

HUNDRED DEVILS NIGHT PARADE

affects all participants, even those who aren’t present effects of Ambush Hunter, Noiseless Passage, and
now; they remember that the conversation happened, Stalking Cat Advantage to the rider as long as they’re
but nothing that was said. This memory loss is perma- within close range of the silere.
nent absent magic to dredge the words back up. Storyteller Tactics
Alternatively, the silere’s master can commit 10 motes A silere prefers to attack from stealth, stalking victims
to command it to steal a particular word or phrase up and ambushing them from the shadows. It uses its si-
to three words long from everyone’s mouths within five lencing roar to both unnerve its opponents and prevent
miles for the rest of the day. This ability is stackable. them from using Charms or spells that require sound to
work. If a sorcerer is among its opponents, the silere fo-
MERITS cuses its attacks on the spellcaster first.
Noiseless Passage: The silere makes no sound as
it moves. Double 8s on stealth rolls. Sileres may be trained as mounts and are 2-dot Familiars.
Stalking Cat Advantage: Add one automatic
success to Join Battle rolls made from stealth. A silere attempts to flee when it suffers damage to its last
Hushed Charge (Latent): The silere’s sound-damp- –2 health level.
ening effects encompass its rider as well, granting the

Singer of the Deep

Singers of the deep were once Western humans who fell SPECIAL ABILITIES
prey to the Wyld’s influence as it encroached on their is- Ambush Hunter: Add three dice to unexpected attacks.
lands. It transformed them into humanoid, fishlike crea- Drag Below: If a singer moves into close range of
tures, twisted too far to retain true self-awareness and an enemy the same size or smaller, whether underwa-
unable to Exalt, though they’ve kept their sharp intelli- ter or mid-leap, and deals 5+ damage to them with
gence. These mutants live in the ocean, having lost the a withering attack on the same turn, it may pay 1
ability to walk on land or breathe air; out of water, they Willpower to reflexively attempt a grapple gambit
suffocate after about five minutes, or much less if they’re against its prey.
very active. Their eponymous “singing” is the sound Fearsome Song: Anyone who hears the singer’s
of sea water whistling through their fins as they swim, song is subject to a reflexive inspire action using the
muted and eerie when heard from the surface. When singer’s Sing pool against their Resolve. Victims who
a singer of the deep leaps from the water to tackle and fail suffer a −2 dice penalty to all non-reflexive actions
seize a victim, its song resounds through the air. A host until they either spend 1 Willpower or can’t hear the
of singers gliding toward an unfortunate ship makes an song anymore; if they botch a roll, they cower in fear
unearthly wailing heard for miles. and can’t move or take any actions until they end the
effects, as above. A character can fully plug their ears
Essence: 1; Willpower: 3; Join Battle: 4 dice as a simple action as long as they have something
Health Levels: −0x3/−1x2/−2x2/−4x/Incap. suitable with which to do so to avoid or end the song’s
Actions: Feats of Strength: 7 dice (may attempt deleterious effects, but this incurs a –3 penalty on all
Strength 5 feats); Leaping from Water: 8 dice; Resist hearing-based Awareness or Senses rolls.
Disease/Poison: 6 dice; Senses: 5 dice; Sing: 8 dice; Wyld creatures and characters with Wyld mutations are
Stealth: 8 dice (underwater only); Swimming: 9 dice immune to these effects; instead, as long as they can
Resolve 3, Guile 4 hear the song, they increase their base Initiative by 1.
COMBAT Underwater Stalker: While underwater, a singer
Attack (Talons): 9 dice (Damage 12) can sense the number and positions of living beings
Attack (Grapple): 9 dice (9 to control) above the surface from as far away as medium range.
Combat Movement: 7 dice (underwater); 2 dice Add two bonus successes on rush rolls against any
(on land, prone only) foe from whom it’s concealed.
Evasion 4, Parry 1
Soak/Hardness: 5/0 MERITS
Depth Lurker: Subtract three successes from Per-
ception rolls to notice the singer while it’s at long

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range or farther under the water relative to the char- ships and fishing boats, surge from beneath the waves, and
acter, or moving up from long range while already grab sailors to drag them back down into the depths.
hidden. It can rush enemies from long range beneath
them underwater as long as the horizontal distance No one has yet discerned why singers attack and drown
between the two is no more than one range band and sailors. Some scholars theorize that they wish to make
the singer is concealed from the target. their land-dwelling cousins one with the ocean too, and
Wailing Glide: Singers of the deep leap from under- have no idea how to change them; others think the sing-
water to strike at their victims and drag them into the ers hold long-standing generational grudges against hu-
depths. When they breach the surface, the air whis- manity at large out of jealousy. Legends take a more ro-
tling through their fins makes their signature song much mantic view of the former theory: Tales in the West tell
louder than underwater, subjecting a greater area to of singers of the deep who either fell in love with surface
Fearsome Song. Singers can take combat movement dwellers or seek true love above the waves.
actions from underwater vertically as well as horizon-
tally as long as the action begins within medium range Singers target enemies with the lowest Athletics scores
of their target, unless Depth Lurker applies. Outside or wearing the heaviest armor to drag underwater first.
combat, singers can leap up to 100 yards in the air. A singer can spend five minutes, or three rounds in com-
bat timing, above water before beginning to suffocate; in
Storyteller Tactics combat, they take 3 bashing damage per round after that
point until they either die or re-submerge. Singers can’t
Singers of the deep are little more than animalistic mon- rise from prone on land without help and can’t stand on
sters with unusual cleverness who understand that humans their own.
are pathetic swimmers. They have a basic language of their
own made up of keening at different pitches, volumes, and A singer of the deep flees if it takes damage to its third
durations, which can express simple and brief ideas like ba- –0 health level.
sic ambush tactics or commands to flee. They swim up to

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HUNDRED DEVILS NIGHT PARADE

Siren Tower

Ethereal light emanates from the siren tower, prismed of debris can still perform withering slap attacks as
into enticing rainbows as it passes through the tower’s normal but gain no Initiative from them, and can make
myriad crevasses. The tower itself appears less other- clinch attempts but no other type of decisive attack;
worldly, but a great deal less beautiful: a conical con- it always chooses to savage prey.
glomeration of debris and strange objects rises several Junkyard Irruption: When a tower’s Initiative
stories. When a traveler stands beneath it gazing up in reaches 15+, it may split in two, creating a second
mute fascination, the mass sprouts limbs made of refuse tower standing at medium range from the first. Both
and clutter that whip through the air and bear down on towers’ Initiatives reset to 3.
anyone in their path. Fighting back may keep them alive, SOCIAL CHARMS
but it’s also precisely what the tower wants them to do: Diamond in the Rough (7m, 1wp; Simple;
damaged enough, the haphazard turret suddenly loses One scene; Psyche; Essence 1): The tower’s light
cohesion and topples, crushing the unfortunate victims glints with coy suggestions of treasure among the
in an avalanche of miscellany. Then, the siren tower re- debris, promising that tearing it down will yield rich
constructs itself bit by bit, incorporating the new corpse rewards. Roll the tower’s Shine pool against the
into its junkyard structure. In time, the light shines Resolve of a target within long range. Success in-
again, and the siren tower waits. stills a defining Tie of “Siren Towers (Destruction)”
for the Charm’s duration or until the character pays
The siren tower puzzles savants, for nothing lives inside 1 Willpower, whichever comes first. Paying the
it. It has no core, no animating heart or mind. Attacking it Willpower doesn’t render them immune to further
only serves to scatter its constituent debris, but spreading activations of this Charm.
that debris out over several miles does prevent the tower Unnatural Beacon (3m; Simple; One scene;
from reforming. Occasionally, people from neighboring Essence 1) Roll the tower’s Shine pool once and
towns try to gather the refuse and clean up the area so apply it against the Resolve of each character within
they can use the land. They all end up regretting it. long range who can perceive the light. Success instills
a Minor Tie of “Siren Towers (Curiosity);” a character
Essence: 1; Willpower: 4; Join Battle: 7 must spend 1 Willpower to rid themselves of this Inti-
Personal Motes: 10 macy before the Charm’s duration ends. Paying the
Health Levels: −0x10/Scattered Willpower doesn’t render them immune to further ac-
Actions: Shine: 8 dice tivations of this Charm.
Resolve 1, Guile 3
COMBAT Storyteller Tactics
Attack (Collapse): 12 dice (Damage 13; reflexive, Siren towers rely on their prey coming to them, drawing
when crashed only) the unwary close with a rainbow radiance that shines for
Attack (Grapple): 9 dice (9 to control) miles or a more concentrated, lighthouse-like rotating
Attack (Slap): 7 dice at short range (Damage 8) light. Siren towers crop up on little islands at sea or on
Combat Movement: 0 dice (5 dice while crashed) coastlines to lure sailors struggling to navigate at night
Evasion 0 (2 while crashed), Parry 1 when the sky is overcast or during a storm; the promise
Soak/Hardness: 8/6 of a beacon lighting the way to shore is nigh-irresistible
SPECIAL ABILITIES for the desperate.
Deadly Collapse: Whenever a siren tower enters
Initiative Crash, it reflexively topples and crushes A siren tower’s only wish is to add to its mass. It knows
everyone nearby, making one unblockable deci- that objects and refuse usually accompany living things,
sive collapse attack (see above) and applying it to and living things become refuse when they die, so it lures
the Evasion of each character within short range. as many of them as it can. Beyond that, a siren tower’s
It rebuilds itself until it resets to base Initiative, once most effective option for making living things die is to
again fully standing; it can’t exit Crash by gaining Ini- coax them to attack it until it collapses, so it’s prone to
tiative through any method. While crashed, the piles making lots of decisive attacks and attempting lots of
gambits to drop its Initiative as quickly as possible. If its
prey survives a few times, it may instead try to build its
Initiative higher to multiply.

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If a siren tower is scattered by damage rather than it together lingers in the area for a few weeks, and it can
through intentional collapse, it takes three days to still reform during that time if its bits are brought back
reform. together again. Burning it all to ash or otherwise obliter-
ating it completely while it’s scattered also works.
Permanently destroying a siren tower requires spread-
ing its component debris over several miles to prevent it A siren tower can’t flee while it’s standing, and never
from reforming; even then, the Wyld Essence that holds flees when it’s collapsed.

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Unicorn

White as Northern snow with eyes that glow an un- against their will sicken and die quickly. But unicorns don’t
earthly blue, bearing an iridescent horn that glitters in stay dead: They rise again from the ice in Wyld lands after a
cold sunlight, graceful beyond the finest poetry — a uni- year and a day, and hold grudges that last centuries.
corn seems like a dream given life. Unicorns have served
as war mounts for raksha nobles for ages, and as the sub- Essence: 3, Willpower: 8, Join Battle: 8 dice
jects of stories and nightmares for many a mortal. A uni- Health Levels: −0x2/−1x2/−2x3/−4x2/Incap.
corn’s horn, while lovely, is a deadly weapon, and those Intimacies: Defining: “I must preserve perfection
who approach unwisely find their blood staining the in all its forms.”; Major: “Insults are forever.”; Myself
snow. Masterless unicorns run solo or gather in groups and My Kind (Pride)
of three to ten in the northern Wyld’s bordermarches, Speed Bonus: +5
defending fantastical lands of pristine allure from any Actions: Feats of Strength: 8 dice (may attempt
who would despoil or reshape them. Some unicorns Strength 3 feats); Fly: 10 dice (winged only); Inspire:
boast glorious wings, with massive spans and feathers 9 dice; Northern Navigation and Survival: 7 dice;
as pure white as their coats. Unicorns are highly intel- Occult Knowledge: 12 dice; Persuade: 6 dice; Read
ligent, and happily converse with those who don’t of- Intentions: 5 dice; Resist Disease/Poison: 10 dice;
fend them; but they’re Wyld creatures, not animals, with Senses: 8 dice; Threaten: 8 dice; Tracking: 5 dice
alien drives that make them highly unpredictable. Appearance 5, Resolve 5, Guile 5
COMBAT
Unicorns obsess over harmony and pleasing aesthetics. Attack (Horn): 12 dice (Damage 16)
Unity, symmetry, and wholehearted dedication — to any- Attack (Kick/Stomp): 9 dice (Damage 13)
thing, be it love, wealth, or the basest cruelty — attract them. Combat Movement: 10 dice
By contrast, contradiction and turmoil are unspeakably ugly Evasion 4, Parry 3
to them. Beauty, too, draws a unicorn, but its idea of beauty Soak/Hardness: 7/0
is as strange and ever-shifting as the Wyld itself. A unicorn
smiles upon a blood-spattered battlefield as often as a sub-
lime flower arrangement, as long as the latter doesn’t mar the
former; it would stamp the flowers into pulp to keep them
from spoiling war’s gruesome elegance. Unicorns are proud,
haughty beings who spare no mercy for any who insult or
mistreat them; they view captivity as the worst offense of
all, and those held

C ha p t e r F o u r : C r e at u r e s of th e W i l d

SPECIAL ABILITIES any kind, including physical combat, arguments, or
Gore: Decisive horn attacks add threshold success- internal turmoil such as clashing Intimacies. They can
es to damage against enemies with lower Initiative, also sense magical conflicts, such as the use of Wy-
as long as the unicorn hasn’t taken any other actions ld-Shaping Technique (Exalted, p. 335) to carve
(including reflexive movement actions) that turn. reality out of chaos.
Sky Runner: In Creation, unicorns can run across Oaths Eternal: A unicorn cannot go back on its
the surface of snow or water without sinking in. In the word once given; its pride is a magical force that
Wyld, they can take to the sky, galloping over clouds prevents it from doing so. However, it doubles 8s on
and mist as though they were solid ground. Winged non-attack actions to uphold a promise or agreement.
unicorns can fly normally in any environment. Storyteller Tactics
Unicorns are quick to slay those who offend them, and
MERITS focus single-mindedly on destroying these offenders
Cold Iron Bane: Iron weapons deal aggravated before moving on to other targets, regardless of relative
damage to unicorns. danger. They leave injured kin to die if the wounded
Glorious Aura: A character must pay one Willpow- can’t recover quickly — to see their perfection marred
er to attack the unicorn as long as it hasn’t attacked thus is disgusting to them. Many unicorns now serving
her yet this scene; once she spends a Willpower, she as mounts for the Chosen were abandoned this way, only
may attack at will for the scene. The unicorn’s Inspire for an Exalted champion to rescue them. Such acts win
rolls have a target number of 5, as long as the emotion the fae creatures’ undying loyalty, as long as their mas-
it’s inspiring aligns with its Intimacies in context. ters live up to their high expectations.
Hearts Unmasked: Unicorns can sniff out the
stench of dissonance and asymmetry. The unicorn may A unicorn is a 3-dot Familiar.
use its Senses and Tracking pools to detect conflict of

Visage Blight

Certain parasites that haunt the Wyld are born from the determines what it demands. Regardless, the outcome of
remnants of fictitious identities — pseudonyms, disguises, obeying is the same, as the host’s body gestates a brood
theatrical performances. A false identity in the Wyld is not of blights. Once they reach maturity, the parent blight’s
always content to be cast off at the end of the act. It clings to mouth vomits them into the world in search of new hosts.
existence within the Wyld’s mythopoeic chaos, congealing
into a visage blight. Tribes and settlements near the border- Essence: 1; Willpower: 3; Join Battle: 9 dice
marches observe taboos against giving false names and ban Health Levels: −0x1/−1x1/−2x1/−4x1/Incap.
acting to avoid creating these dangerous monsters. Intimacies: Defining: Current Host (Possessive Ob-
session), “I must reproduce.”; Major: My Children
Without a host, a visage blight resembles a scrap of flesh (Detached Pride), “The identity that created me is
or torn fabric, distinguishable only by its human-like mine and no one else’s.”; Minor: “I can catch more
eyes and ring of fanged teeth. It hides in the border- flies with honey than with vinegar.”
marches, waiting for an unsuspecting human to feed on. Actions (unattached): Embed: 8 dice; Senses: 6
Once one comes within leaping range, the visage blight dice; Stealth: 9 dice (see Tiny Creature)
lunges, embedding in the victim’s flesh as a second face. Actions (attached): Read Intentions: 7 dice; Social
It can take root anywhere on the body but prefers the Influence: 10 dice
head, where it can easily whisper into its host’s ear. Appearance 2 (Hideous), Resolve 2, Guile 4
COMBAT
An unshakable compulsion against revealing the visage Attack (Bite): 9 dice (Damage 1; increases to 8
blight’s presence overtakes the host. Some victims retreat against enemies its size or smaller)
into seclusion or hermitage, but most simply conceal their Combat Movement (unattached): 8 dice
second face, either under long hair or their clothing. The Evasion 3 (unattached only; see Tiny Creature), Parry 0
visage blight tempts or coerces its host into certain behav- Soak/Hardness: 2/0
iors, the nature of which varies from blight to blight; sha-
mans teach that the false identity that created such a blight

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SPECIAL ABILITIES hacked away or torn out, but doing so is typically
Embed: Embedding into a human host is a difficulty fatal to its host; removing it without harming the host
3 gambit. The blight automatically succeeds without requires a difficulty 7 (Dexterity + Medicine) roll.
an Initiative roll against an ambushed victim. Magic capable of exorcising spirits, such as Burning
No Secrets from Yourself: When a blight’s host Exorcism Technique (Exalted, p. 356), can force a
takes an action that upholds an Intimacy, the visage blight out. A blight can also detach from its host volun-
blight automatically becomes aware of that Intimacy. tarily, though convincing it to do so is a life-changing
Whispering Devil Face: A blight can persuade task (Exalted, p. 216).
its host to perform an inconvenient task (Exalted, p. Reality Parasite: Visage blights in Creation slowly
216) without a roll once per session. wither and calcify to death unless embedded in a
mortal host. Decide how long it takes based on what
MERITS makes for the most dramatic timing for the story.
Cold Iron Bane: Iron weapons deal aggravated Tiny Creature: Gain +2 Evasion against larger
damage to visage blights. foes. Larger foes subtract two successes from Aware-
Infestation: A visage blight’s host gains a defining ness rolls to notice an unattached visage blight.
Principle of “I can’t let anyone see my second face,” Storyteller Tactics
which they can’t voluntarily weaken. Victims can’t act Visage blights aren’t a serious threat in combat unless
against this Intimacy by revealing the blight or suggest- they can embed into a host, which they try to do with
ing actions that would definitely reveal it, though they an ambush. Only if the ambush fails and the blight’s Join
can give vague and indirect hints or clues. Another Battle roll doesn’t garner enough Initiative to attempt
character must be within close range of a blight’s host the gambit does it resort to withering attacks.
to even try to detect it, and doing so is a difficulty 5
(Perception + [lower of Investigation or Occult]) roll. Once embedded, a blight’s primary concern is imple-
Removing an embedded blight is difficult. It can be menting its alien, idiosyncratic agenda through its

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host, which is a source of endless story hooks. With A visage blight that successfully coerces its host begins
Whispering Devil Face, it might coerce its host to paint gestating a brood of its young within them. This doesn’t
a city’s walls with occult sigils by night, steal an eclectic need mechanics to represent — it’s there to give a sense
collection of exotic goods and reagents from a variety of of urgency to the players’ attempts to uncover and expel
shops, take sacrifices from a spirit’s altar (and angering it the blight, and consequences for failure. Whether or not
in the process), or anything else that might tangentially the host survives birthing a brood of visage blights and,
relate to the original identity that spawned the blight. Its if they do, what further complications it causes are up to
secondary concern is keeping itself concealed, although the Storyteller and player to work out together.
the difficulty of removing an embedded blight means
that being caught isn’t necessarily the end.

Yukino-Takka
the Broken God

Yukino-Takka was once a god, though even he no longer (Responsibility)
remembers what he was the god of. It is a thing no longer Actions: Feats of Strength: 6 dice (may attempt
found in Creation, annihilated in the wake of the Great Strength 3 feats); Disguise: 8 dice; Heavenly Lore: 4
Contagion and the invading Fair Folk. The once-god de- dice; Read Intentions: 9 dice; Resist Disease/Poison:
fended his shrine and cultists as numberless hordes of 6 dice; Senses: 5 dice; Social Influence: 9 dice;
swarming nightmares poured in from the Wyld, but it Stealth: 5 dice; Wyld Lore: 12 dice
wasn’t enough. The raksha princess who defeated him Appearance 2 (Hideous), Resolve 4, Guile 5
had him immured in a cage of gossamer and whimglass
for her amusement, and drank his sorrow as he watched COMBAT
his worshipers’ village dissolve into chaos, his flesh warp Attack (Iron dagger): 9 dice (Damage 10L)
and mutate, and his divinity fade and die. Only then did Attack (Fungal touch): 6 dice (Damage 17L/4)
she free him, for the husk of his broken hopes offered Attack (Grapple): 5 dice (6 to control)
nothing more for her to drain. Combat Movement: 4 dice
Evasion 1, Parry 3
Once ethereal and beautiful, Yukino-Takka is now a gro- Soak/Hardness: 16/10
tesque parody of himself. His misshapen flesh is made
from constantly growing fungus, and a wretched mane MERITS
of mycelium trails from his head. He keeps his eyes, ears, Broken Divinity: Yukino-Takka is naturally materi-
and mouth from being overgrown with an iron dagger. al, and incapable of dematerializing. If destroyed, he
Unable to survive for long in Creation, he wanders the still reforms (Exalted, p. 508-509) in the Wyld, but
Wyld in search of novelty to distract him from the tor- suffers new mutations or Derangements.
ment of his being. He enjoys the chance to converse Cold Iron Bane: Yukino-Takka takes aggravated
with mortals, and protects or guides them through the damage from iron weapons.
Wyld. He’s wary of Exalted — not because he hates or Estranged from Reality: Yukino-Takka slowly
fears them, but because some have tried to help him. He withers and calcifies to death in Creation. He may be
believes his condition irreparable, and would rather be able to stave this off by feeding on mortals like the
thought a nightmarish horror than let the Chosen waste raksha or through some other means, but if so, he is
their compassion on him. either unaware of how or unwilling to do it.

Essence: 3; Willpower: 4; Join Battle: 6 dice OFFENSIVE CHARMS
Personal Motes: 80 Flesh-Melting Spores (1m, 5i, 1wp; Simple;
Health Levels: −0x1/−1x1/−2x2/−4x5/Incap. Instant; Eclipse, Perilous; Essence 3): A cloud of
Intimacies: Defining: “I can’t be healed,” Raksha deadly spores rises up from Yukino-Takka’s flesh. He
(Hatred); Major: “I crave distraction from this ex- rolls 8 dice (Eclipse Castes use [Stamina + Medi-
istence,” Himself (Shame), Other Gods (Resent- cine]) opposing the (Resistance + Stamina) of all other
ment); Minor: The Exalted (Wariness); Mortals characters in medium range. Characters who fail are
covered in spores, and take a single die of lethal

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damage each turn, ignoring Hardness.
Each level of damage dealt imposes
a –1 crippling penalty until the end
of the scene, maximum (Yukino-Tak-
ka’s Essence). Taking a single level
of damage from a fire-based source
burns away the spores, ending both
the ongoing damage and the penalty.
When Yukino-Takka is reduced to his
–4 health level for the first time in a
scene, he may use this Charm reflex-
ively.
Gardener-of-Chaos Touch (6m;
Simple; Instant; Decisive-only, Eclipse;
Essence 2): Yukino-Takka rolls a diffi-
culty 3 gambit against a character in
close range (Eclipse Castes may use
Brawl or Martial Arts). Success deals
one level of bashing damage and
causes fungal growths to form across
the body of a living being until the
scene ends. Its flesh softens, setting its
natural soak from Stamina to 0, and it
takes a –3 penalty on Stamina- and
Appearance-based rolls. If it is affect-
ed by Flesh-Eating Spores, the damage
it takes each turn increases to (Yuki-
no-Takka’s Essence) dice.
SOCIAL CHARMS
Mind-Dissolving Spores (3m,
1wp; Simple; Instant; Eclipse, Psyche;
Essence 2): Yukino-Takka disperses
hallucinogenic spores, rolling 8 dice
(Eclipse Castes use [Manipulation +
Medicine]) against the Resolve of all
characters within medium range. A
character whose Resolve is beaten
gains Yukino-Takka’s choice of Hys-
teria, Madness, or Paranoia at Major
Intensity (Exalted, p. 168-169) until
the scene ends and immediately begins
suffering its effects. Characters who
botch gain the Derangement at defin-
ing intensity.
Storyteller Tactics
Yukino-Takka is glad to talk with and
assist characters as long as he thinks
they’re mortal. Once he suspects they’re
Exalted, he reads their intentions to fig-
ure out whether they pity him or desire
to help him recover. If not, he’s con-
tent and asks favors of the Chosen — if
they assist him in fulfilling his vendetta
against the raksha, he can lead them to
artifacts, lore, or other treasures lost in

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RESTORING THE BROKEN GOD

Even if characters convince Yukino-Takka to let them help him, it’s not a quick or easy process. Order-Affirming
Blow (Exalted, p. 334) or a comparable effect could strip away his physical mutations to restore his original ap-
pearance and revert his Essence to its original nature, removing his Broken Divinity, Cold Iron Bane, and Estranged
from Reality Merits. However, this alone doesn’t undo the amnesia and other trauma he’s suffered, nor does it re-
store his lost position in Heaven’s celestial bureaucracy. Magic such as Wholeness-Restoring Meditation (Exalted,
p. 344) could treat his mental suffering as though it were a defining Derangement. Restoring his position would
require negotiating with the celestial bureaucracy to have him appointed as the god of a new domain, which may
be the most difficult part of all.

the Wyld. If he detects pity or a wish to help, he does If forced into battle, Yukino-Takka uses Mind-Dissolving
whatever he can to discourage it: lying about his nature, Spores to disorient his enemies, then uses withering at-
deliberately instilling them with negative Ties toward tacks to build up enough Initiative to use Flesh-Melting
himself, or even initiating hostilities. To let them help Spores, and follows it up with Gardener-of-Chaos Touch
him, the player characters need to weaken his defining on affected enemies to increase the damage they suffer.
Principle of “I can’t be healed.”

Zicnal of the Asmani

According to legend, when the ancients shaped Creation, Wyld: 8 dice; Long Memory: 9 dice; Read Intentions: 9
they set the asmani to hold up the corners of the sky. dice; Resist Disease/Poison: 12 dice; Senses: 12 dice;
When the Contagion came and Fair Folk poured over the Social Influence: 12 dice; Writing: 6 dice
world’s rim in an unstoppable tide, the Wyld swallowed Appearance 4, Resolve 5, Guile 3
the asmani. Warped and reshaped almost beyond recog-
nition, they wander as vast protean colossi through the COMBAT
shallows of chaos. Attack (Colossal sword): 13 dice (Damage 24,
minimum 5)
Zicnal appears as a titanic man fifty feet high. His three Attack (Giant’s scepter, as tetsubo): 13 dice
faces are white-haired and bushy-bearded; his many (Damage 24, minimum 4)
hands hold parchment and brush, plumb line and mea- Attack (Plumb line, as fighting chain): 11 dice
suring cord, scepter and sword. Where his kin remain (Damage 23, minimum 5)
in deepest Wyld, meandering mindlessly or making Attack (Unarmed): 10 dice (Damage 22)
war against things of chaos, Zicnal dwells upon an is- Attack (Grapple): 10 dice (13 to control)
land of stability beyond world’s edge. There he rules Combat Movement: 12 dice
the demented city of Marakanda, home to ten thousand Evasion 1, Parry 5
mutated mortals and an endless variety of inscrutable Soak/Hardness: 15/5
goblin-things.
SPECIAL ABILITIES
Essence: 5; Willpower: 7; Join Battle: 10 dice Overwhelming Might: Asmani make unopposed
Personal Motes: 50 grapple control rolls against enemies of smaller size,
Health Levels: −0x10/−1x20/−2x20/−4x10/ unless the victims use magic allowing them to grapple
Incap. larger foes, such as Dragon Coil Technique (Exalted
Intimacies: Defining: “Though I am fallen, I still deserve Third Edition, p. 280).
respect from the powers of Creation.”; Major: Fair Folk
(Wary Resentment), Marakanda (Exasperated Respon- MERITS
sibility); Minor: Other Asmani (Disappointment) Legendary Size: Zicnal suffers no onslaught pen-
Actions: Command: 10 dice; Feats of Strength: 14 alties from attacks from smaller opponents, unless
dice (may attempt Strength 10 feats); Knowledge of the they’re magically inflicted. Withering attacks from

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smaller enemies cannot Crash him unless they have Wyld Resistance: Asmani are immune to the
at least 10 post-soak damage dice, although attack- warping and addictive properties of ambient Wyld
ers still gain the full amount of Initiative damage dealt. energies, save when they enter Pure Chaos at the
Decisive attacks from smaller enemies cannot deal Wyld’s outermost edges. They double 9s on rolls to
more than (3 + attacker’s Strength) levels of damage resist shaping inflicted by creatures of the Wyld.
to him, not counting levels added by Charms or other
magic. OFFENSIVE CHARMS
Multitasking: Zicnal can flurry without penalties if Limb-Wrenching Grasp (10m, 2i; Simple; Instant;
one action in the flurry is a miscellaneous or social Decisive-only): When an asman throws a grappled
action. enemy, he first tears them asunder, doubling bonus
Threefold Gaze: Zicnal can see in three separate dice of damage received from forfeited rounds of
directions at once, and never suffers penalties for control. If the rolled damage exceeds the victim’s
distractions or multiple complications. Characters at- (Stamina x 2), double total levels of damage inflicted
tempting to establish surprise against him suffer a −3 unless the victim accepts a crippling injury, which does
penalty. not count against their once per story limit (Exalted,
Wellspring of Order: Zicnal’s presence tames the p. 201). Whether the victim lives or dies, the asman
Wyld within five miles, temporarily reducing middle- flings them aside afterward, ending the grapple.
marches to bordermarches, and bordermarches to Scything Blow (5m, 1wp; Simple; Instant; De-
tainted lands. This doesn’t affect deep Wyld. cisive-only): With one blow from his weapons, the
asman makes a decisive attack against two enemies,
dividing his Initiative evenly between both to deter-
mine raw damage. He may use this Charm once per

scene, unless reset by building up to Initiative 20+.
Triple Threat (15m, 1wp; Simple; Instant;
Withering-only): Zicnal makes three separate
withering attacks, each using a different
weapon against a unique target. He gains
Initiative as normal from the attack that dealt
the highest amount of damage; the other two
attacks cannot award more than 5 Initiative
each, not counting Initiative Breaks. He may
use this Charm once per scene, unless reset
by making three separate decisive attacks.

SOCIAL CHARMS
Elegant Goblin-King Brushstrokes

(20m, 1wp; Simple; Instant; Writ-
ten-only): Zicnal writes an
edict into the legal

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OTHER ASMANI

Zicnal’s traits are representative of asmani in general, although the Wyld’s warping power has granted others far
different mutations, Charms, panoplies, or domains. The twelve-armed asman Sanek, for instance, lacks Zicnal’s
three faces. Instead, she has the lower body of an immense scarlet worm, her underbelly lined with faces, and
wears an armored raiment woven from honeybees. She wanders the Wyld as a penitent, hoping to reclaim for-
mer glory through deeds of what she perceives as virtue.

code of Marakanda and makes a persuade roll if the offer’s good — especially if it inconveniences the
to ensure the inhabitants follow its dictates. This roll raksha without drawing too much ire upon his people
applies against the Resolve of all Wyld mutants and — and uses the surrounding Wyld and his own forgot-
creatures living there, without them needing to read ten place of honor as leverage if he can. He’s particularly
the edict. Those convinced act as though the law has susceptible to bargains that promise a major Creation-
always been in place. Zicnal can use this Charm once born power’s ear, such as a high-ranking god.
per story, unless reset by achieving a major character
or story goal (Exalted, p. 170) through the agency In combat, Zicnal wades deep into the fray so he can
of outsiders. crush opponents on all sides with equal fury. He al-
MISCELLANEOUS CHARMS ways has at least one Wyld-warped guardian nearby,
Sky-Shouldering Exertion (20m, 1wp; Supple- such as a buck-ogre or manticore (Exalted, pp. 537-
mental; Instant): Double 7s on the roll for a feat of 539). His champion is Milaka, a Wood-Aspect mutant
strength. The asman meets the Strength prerequisite (Experienced Dragon-Blood: Exalted, p. 544). Milaka
for any such feat (Exalted, p. 229). has wooden flesh (Unusual Hide: Exalted, p. 166-167);
the back of his head is a hollowed-out raiton’s nest,
Storyteller Tactics which oddly impairs him not at all. Zicnal can gather a
battle group of Wyld mutants and hobgoblins with the
In social influence, Zicnal is primarily concerned with following traits: Size 3, average Drill, Might 1, Magnitude
his own authority and autonomy, and his city’s safety. 8.
He prefers persuade and threaten actions, but bargains

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The warrior headed east toward the next village, where she could enlist help to kill the
cockatrice. Inaol wished her luck. Home lay to the south, and surely by now her mother and
sister were sick with worry.

Half an hour later, a bird’s indignant cry nearly scared her out of her skin. Inaol was certain the
cockatrice had found her.

Then the sound came again: a shriek, not a crow. Inaol crept into the trees to see what it was.

She followed the intermittent cries until she came to a deadfall. Awe stole her breath.

Standing half-again as tall as Inaol was the most magnificent hawk. It ruffled blue-tipped wings
at her. Its black eyes glinted with distrust. Inaol noted its razor-sharp talons and pointed beak
even as she took in the gilded saddle. Its reins had tangled in the roots of a long-dead tree.

A saddle should mean a rider, but although Inaol searched the brush and called out, she found
no sign of the hawk’s keeper. Had she seen this creature before, led along the parade route in
care of a Metagalapan warrior?

What if the aughdeighe wasn’t the only beast to escape?

If she led the hawk home, she’d earn goodwill for her people.

Better, she could ride it home. She’d watched a rider astride an austrech. Controlling the bird
hadn’t seemed much different than commanding a horse. Surely, she could guide this hawk
along the road just the same?

The hawk eyed her warily as she freed it, but it refrained from biting or swiping at her. It
sidestepped the first few times she guided it to a log so she could gain the saddle, but in the
end, allowed her to swing a leg over.

Before she could try to coax it into a trot, it took to the air.

The hawk winged into the sky, then dove straight downward. Inaol clung to the reins as the
treetops rushed up to meet them. It veered and rolled, trying to throw her off its back.

But oh, Inaol had learned what it meant to hold fast from the aughdeighe, and how to ride the
wind from the cloud people. From the ghostfisher and the cockatrice, she’d learned she was
stronger than her fear.

Try as it might, the hawk couldn’t rid itself of its rider.

At last, it ceased its efforts and let Inaol guide its path. She didn’t relax her guard until she
spotted familiar booths along the road, the procession still in progress. The hawk saw it too, and
plunged into another terrifying dive. Yet it landed in a graceful flutter of wings, and only half-
heartedly jerked as Inaol clambered down from the saddle.

A small crowd surged toward them: a shocked Metagalapan rider, who took the hawk’s reins
and got a nip for his trouble; Inaol’s mother, caught undecided between relief and fury; and
one of the parade’s fine ladies. The woman inspected her, taking her hands and examining her
fingers, looking into her eyes. At last she stepped back and nodded. “Rest,” she said. “We’ll have
much to discuss before Calibration’s end.”

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Chapter Five

Animals

28 Descending Earth

Tomorrow, Calibration begins anew. Never did I think I would see such wonders in my life as this last year’s journey
has shown me, but the time has come to return home. I wonder whether anything will have changed, or whether all that
awaits me is what always has. Some aboard this vessel are worried that we won’t make land before the moon vanishes

tonight, but I can see dolphins swimming beside the ship. The gods are with us. We’ll see the beacon soon, I know it.

Armored Kraken

Beneath Southwestern seas lurks a monstrous colossal oc- SPECIAL ABILITIES
topus. Dozens of yards long, with an exoskeleton of thick
chitinous plates and ten arms easily long and powerful Depth Lurker: Subtract three successes from Perception
enough to crush a trireme to flinders and scatter its crew rolls to notice the kraken while it’s at least at long range
to the waves, the armored kraken is a rare marine menace. under the water relative to the character, or moving up
It lives in the extreme depths, but large disturbances on from long range while already hidden. It can rush enemies
the surface attract it; scholars believe it mistakes ships for from long range beneath them underwater as long as the
other creatures of like size when it senses them, drawn by horizontal distance between the two is no more than one
shipwrecks or battles of great Exalted power, and attacks range band and it’s concealed from the target.
out of territorial instinct. In warmer months when cur- Infinite Grasp: The kraken may flurry two grapple
rents flow north into Western waters, learned pirates and gambits together. Each enemy the kraken grapples
Dynastic captains take care to engage in shallower waters, takes up one of its arms; it may maintain one grapple
lest the kraken wake. Many a sailor sees the tell-tale crest per arm. While grappling, it can flurry actions as long
of its armored mantle in her nightmares and prays to the as it has an arm available for each action. The penalty
Ocean Father never to meet it. to flurried actions is −0 with ten or nine arms free, −1
with eight, −2 with seven, and −3 with six or fewer.
Essence: 1; Willpower: 5; Join Battle: 8 dice While grappling multiple foes, a withering savaging
(base Initiative 5) attack deals damage normally, but the kraken only
Health Levels: −0x4/−1x6/−2x6/−4x2/Incap. receives Initiative from the one who deals the most
Actions: Feats of Strength: 14 dice (may attempt damage; a decisive savaging attack divides the
Strength 10 feats); Naval Maneuvers: 8 dice; Resist kraken’s current Initiative as evenly as possible among
Disease/Poison: 12 dice; Senses: 5 dice; Stealth: 4 all grappled enemies to determine raw damage.
dice; Swimming: 10 dice; Tracking: 4 dice Iron Grip: While it has more than three free arms, the
Resolve 3, Guile 2 kraken doesn’t take Defense penalties from grappling
COMBAT smaller enemies, and can reflexively take a drag
Attack (Arm): 12 dice (Damage 16, minimum 3) action to move them whenever it moves. It doesn’t lose
Attack (Beak): 8 dice (Damage 12); Tags: Piercing rounds of grapple control when attacked unless the
Attack (Grapple): 12 dice (14 to control) attack successfully damages it.
Combat Movement: 10 dice (6 dice with fewer Overwhelming Might: Krakens make unopposed
than four free arms) grapple control rolls against enemies of smaller size,
Evasion 3, Parry 6 (2 with no free arms) unless the victims use magic allowing them to grapple
Soak/Hardness: 15/10 larger foes, such as Dragon Coil Technique (Exalted,
Note: For attacks against ships in naval combat, see p. 280).
Terror of the Deep. Doldrum-Conquering Beast (Latent): A tamed
kraken can be taught to tow a ship via hawser. This
adds +1 Speed and Maneuverability, and grants the
crew access to its unique naval stratagems.

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MERITS • Hull Crush (Cost: 3 Momentum): The kraken
may only use this stratagem if it’s currently trap-
Impenetrable Armor: Reduce the minimum ping a ship with Living Anchor. The massive arms
damage of any withering attack made against the clench until timbers crack and splinter. This strata-
kraken by one, to a minimum of zero. gem inflicts one level of Hull damage.
Legendary Size: The kraken suffers no onslaught
penalties from attacks from smaller opponents, unless • Sea Monster Smash (Cost: 5 Momentum):
they’re magically inflicted. Withering attacks from With at least one arm free, the kraken draws
smaller enemies cannot crash it unless they have at alongside a ship and savages it with arms like
least 10 post-soak damage dice, although attackers massive whips, toppling masts and splintering
still gain the full amount of Initiative damage dealt. De- wood. This inflicts one level of Hull damage, or
cisive attacks from smaller enemies cannot deal more two if the kraken has at least five arms free.
than (3 + attacker’s Strength) levels of damage to it, not
counting levels added by Charms or other magic. • Snatch (Cost: 10 Momentum): The kraken
Terror of the Deep: In naval combat (Exalted, p. reaches onto the deck and snatches one in-
245), the kraken can perform any dividual from the ship. It takes one free arm
stratagem except broadside and
others requiring an actual ship,
using its Naval Maneuvers pool.
It can’t perform boarding actions.
Every point of Hull damage it
would take inflicts two points of
lethal damage to the kraken’s
health track, and its Speed is +2.
When it rams an opponent with its
beak, it suffers no damage. It can
always perform the concealment
stratagem by submerging, even
on the open ocean. It has the fol-
lowing unique stratagems:
• Living Anchor (Cost: 10

Momentum): The kraken
attempts to wrap its tremen-
dous arms around an enemy
ship. If successful, the ship
can only perform a broad-
side, or boarding actions for
crew to fight the beast di-
rectly. However, characters
can initiate regular combat
without crossing over to the
kraken’s bulk by attacking
the arms, with a stratagem
costing no Momentum;
doing so only allows them
to attempt the gambit to
sever an arm (see “Storytell-
er Tactics”) until the kraken
lets go. This stratagem takes
five free arms to perform. If
the kraken takes 4+ levels of
lethal damage or no longer
has enough available arms,
its grip breaks.

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to do this. This stratagem acts as a boarding Storyteller Tactics
action; the kraken doesn’t board the ship, but The armored kraken is both a sea battle and a regular combat-
forces the conflict to move to individual-scale ant, usually both in the same encounter. It starts out attempting
combat. A snatched character takes one die to crush ships with its stratagems and then pick off the survi-
of bashing damage per round, ignoring Hard- vors from the water afterward, but if it takes 10+ lethal damage
ness, and any ranged attack that misses the from broadside, it snatches people from the deck to rid itself of
kraken automatically hits the snatched char- obviously powerful individuals (like Exalts with flaring anima
acter instead, with one threshold success. Treat banners) or someone manning a ballista or other ship-to-ship
this as a clinch with rounds of control equal to weapon. Characters can use boarding actions to “mount” the
the kraken’s remaining Momentum after using kraken and fight it directly, as they would with an enemy ship.
Snatch; the above automatic effects occur in
addition to any clinch moves the kraken uses A kraken has 10 arms. In regular combat, characters can attempt
on subsequent turns. a difficulty 5 gambit with a cutting weapon to sever an arm. The
• Thrash (Cost: None): The kraken may only use kraken prefers to grapple as many opponents at a time as possi-
this stratagem if it’s currently trapping a ship with ble, making savaging attacks or dragging them underwater until
Living Anchor. It uses Thrash to build one Mo- they drown. If it loses six or more of its arms, or takes damage to
mentum per two threshold successes it rolls with its last three −2 health levels, it attempts to flee.
Naval Maneuvers, rocking the ship back and
forth to further cement its grip with its powerful
suckers.

Aurochs

Aurochs are wild cattle roaming the forests and plains In some regions, villagers capture an aurochs and pit it
throughout Creation, particularly in the South. They are against young warriors as a show of the warriors’ skill
huge herbivorous animals, weighing up to 3,000 pounds and bravery. Surviving a gore wound is often as much an
and standing six feet at the shoulder. Both the bulls and honor for the warrior as actually subduing the beast.
cows have horns, though the bulls’ are larger, their curves
more pronounced. The aurochs’ skull is longer than that Farmers domesticate aurochs and put them to use plowing
of its smaller cattle cousins, and its neck and shoulder fields, drawing carts laden with trade goods, turning heavy
musculature is thicker, to support its majestic horns. mill stones, and performing other tasks that otherwise re-
Aurochs fight savagely with other members of the herd quire several horses — or strong-backed people — to com-
over food, mates, or anything else that provokes their ire. plete. During the harvest months, village festivals invite com-
petitors to test their strength against that of an aurochs, piling
Several Icewalker tribes consider the aurochs a sacred an- sledges high with heavy stones and seeing how many people it
imal. It is a symbol of fertility and fortitude, representing takes to pull as much weight as one bull can by itself. The vil-
its worshipers’ ability to remain steadfast in the face of lage parades the winners around town on the aurochs’ back,
adversity. Elsewhere, the aurochs is a choice sacrifice to both human and beast crowned with the fruits of the harvest.
local gods and spirits, the leftover meat feeding worship-
ers for several months, and providing them with hides, Essence: 1; Willpower: 5; Join Battle: 7 dice
bones, horns, and sinews to trade or use for tools and Health Levels: −0x2/−1x6/−2x6/−4x3/Incap.
crafting. Nobles and tribal leaders drink from an aurochs’ Actions: Feats of Strength: 9 dice (may attempt
horn decorated with precious metals and jewels as a sign Strength 7 feats); Intimidate: 7 dice; Senses: 5 dice
of their wealth and stature. Resolve 3, Guile 1
COMBAT
In the South, the aurochs is sacred to the war god Ahlat Attack (Horns): 10 dice (Damage 15)
and his Brides. They sacrifice the animals by the hun- Attack (Stomp): 6 dice (Damage 13)
dreds to their patron and receive the blessings of his Combat Movement: 10 dice
strength and favor in return. Ahlat frequently elevates Evasion 5, Parry 2
the aurochs’ spirit avatars, bringing them to live with Soak/Hardness: 7/0
him in Yu-Shan as glorious war-aurochs gods.

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SPECIAL ABILITIES Strength of the Loyal Beast (Magical, 5m):
Aurochs can work for long periods without rest, and
Deadly Charge: Every range band the aurochs require their masters to keep up. The aurochs lends
moves toward a single enemy in a straight line grants her its implacable strength, allowing her to ignore all
it two Initiative. This Initiative accumulates until it closes fatigue penalties and granting her one bonus success
to close range with that enemy and makes a deci- on all Resistance rolls, for the scene.
sive attack. If the aurochs takes any action other than MERITS
moving directly toward the chosen enemy, it loses all Beast of Burden: Double 8s on feats of strength to
Initiative built up with this ability. haul or carry a heavy burden.
Gore: Decisive horn attacks add threshold success- Stampede: Whenever a stampeding battle group
es to damage against enemies with lower Initiative, of aurochs moves into close range with a character,
as long as the aurochs hasn’t taken any other actions it immediately attempts a reflexive engage gambit
(including reflexive movement actions) that turn. (Exalted, p. 209) against her; if successful, she takes
Horn Toss: After dealing 3+ levels of damage to an one level of automatic bashing damage at the end of
enemy with a decisive horn attack, the aurochs may each turn she remains engaged.
reflexively grapple and immediately slam him for ad- Stubborn Survivalist: The aurochs’ hide is extremely
ditional damage, catching him in its horns and tossing thick, protecting it from the environment and from preda-
him. Make a control roll with its Feats of Strength pool, tors’ horns, teeth, and claws. Do not subtract wound pen-
and then it may throw the enemy out to short range. alties from its Defense. Attacks made from short range
It can only use this ability once per scene and cannot or further reduce their minimum damage against the
attempt grapple gambits without using this ability. aurochs by one unless they benefit from an Aim action.
Trample: If the aurochs reflexively pursues an enemy Sturdy as Stone: An aurochs cannot be knocked
after a successful rush and makes a stomp attack back or prone except by magical effects or creatures
against them on its next turn, a successful hit knocks with legendary size. A grappled aurochs cannot be
the enemy prone. Apply the Defense penalty from thrown or slammed unless magic such as Dragon Coil
being prone (Exalted, p. 202) retroactively when Technique (Exalted, p. 280) is used, or if the attacker
calculating the attack’s threshold successes. is of legendary size.
Invincible God-Beast Hide (Magical, 12m):
Reduce one decisive attack’s raw damage by the
aurochs’ soak rating. An attack failing to deal
damage grants the beast three Initiative.

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War-God’s Blessing (Magical, 3m): Double 8s on and long legs to its advantage, rushing often and smash-
Join Battle and rush rolls. Whenever the aurochs makes ing anything that might provide cover to its foes. It fights
a successful decisive attack against an opponent with aggressively and only uses defensive actions to protect
lower Initiative, it resets to a base Initiative of 4 rather its young or at a master’s command. To prove its domi-
than 3. Treat this as a latent ability while a Bride of Ahlat, nance, it never stops pursuing fleeing enemies until they
or someone else the god favors, trains the aurochs. successfully withdraw or go to ground. An aurochs flees
when it takes damage in its first −4 health level.
Storyteller Tactics
A herd of aurochs is a Size 2 battle group with poor Drill
Both male and female aurochs fight when provoked. and Might 0, and stampedes when provoked en masse or
Usually, they do so to display dominance within the frightened.
herd, but humans can instigate an aurochs charge with
just a bit of teasing. In battle, an aurochs uses its bulk

Austrech

The austrech is one of the largest predators in the Southeastern

deserts — the average specimen stands just over nine feet

tall, and bears talons that put fine knives to shame.

Though well-adapted to their arid home, these

flightless birds are equally comfortable in plains,

scrublands, and forests. Relatives of the des-

ert austrech are common along the southern

coast of the Inland Sea, even ranging as far as

An-Teng. In addition to hunting their own prey,

they’ve been known to squabble with lions and claw

striders over kills. Wherever they’re found, these territorial

beasts are an important natural resource for neighboring

human tribes. They make an abundant source of food

or leather for tribes that can feasibly hunt them, while

any hero brave enough to tame the so-called “terror

bird” earns a fiercely loyal mount.

Essence: 1; Willpower: 4; Join
Battle: 4 dice
Health Levels:
−0/−1x2/−2x2/−4/Incap.
Speed Bonus: +2
Actions: Endure Arid Condi-
tions: 7 dice; Feats of Strength:
5 dice (may attempt Strength
3 feats); Find Water: 5 dice;
Senses: 5 dice

Resolve 2, Guile 1
COMBAT
Attack (Peck): 6 dice (Damage
14)
Attack (Talon kick): 8 dice
(Damage 10)
Attack (Grapple): 6 dice (6 to
control) (Iron Talon Stomp only)

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Combat Movement: 8 dice reflexively move one range band closer to him and
Evasion 3, Parry 2 initiate a grapple gambit against him. The austrech
Soak/Hardness: 4/0 can only restrain or savage a clinched enemy, and
SPECIAL ABILITIES cannot move without ending the grapple.
MERITS
Brutal Kick: Enemies smaller than human size that Desert Endurance: An austrech is suited to survival
take 5+ damage from the austrech’s withering talon in deserts where water is scarce, allowing it to survive
kicks are knocked back one range band and fall for a week without water. Even in its final hours, it
prone. ignores the usual −3 penalty for dehydration, giving it
Swift Advance: Whenever the austrech reflexively one last chance to make it to a water source.
pursues an enemy after a successful rush, it may pay Oasis Rider (Latent): An austrech whose master suc-
a Willpower to reflexively make a decisive attack cumbs to dehydration takes her to the nearest source
against him. of water it can find, carrying her on its back if she
Flesh-Rending Beak (Latent): An austrech hunts fainted in the saddle or dragging her with its beak if
large prey animals, such as camels and wild dogs, not.
by kicking them savagely with taloned feet to weaken Storyteller Tactics
them, before finishing them with its huge beak. If the In the wild, austreches mainly travel in pairs or alone.
austrech crashes an enemy with a withering talon When hunting, they lay down on the ground and stretch
attack, add two automatic successes on decisive their heads and necks out flat, appearing to their quar-
peck attacks it makes against him until he recovers ry as nothing more dangerous than an earthen mound.
from crash. Austreches who hunt in pairs often settle several dozen
Aspect of the Garda (Magical, 5m): The austrech’s yards apart, wait for their quarry to pass between them,
master imbues it with the fiery-winged aspect of the and charge forward in a pincer movement.
garda, turning its feathers to dancing sprays of flame.
The austrech may use its movement action to fly, and its They focus their swift, sharp attacks on their victims’
fiery glory adds one automatic success to all attacks soft spots: eyes, throats, bellies. When faced with an
and one bonus die to all damage rolls. These ben- armored opponent, clever austreches learn to focus on
efits last for one round. If the austrech does not end gaps in the plates. Some even slash at leather straps and
its movement on the ground, it falls unless its master other fasteners. They use gambits to perform these feats.
activates Aspect of the Garda again on her next turn.
Iron Talon Stomp (Magical, 6m): The austrech’s An austrech flees after taking damage in its last −2 health
Brutal Kick attack works against enemies of human level.
size. If it successfully knocks an enemy prone, it may

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Bat

Bats reside in all corners of Creation, from frosty caves amid COMBAT
Northern peaks to wooded habitats in the East, to Southern Attack (Bite): 6 dice (Damage 5)
jungles and Western isles. Some Dynasts even keep them as Combat Movement: 8 dice
curious pets on the Blessed Isle. Anywhere darkness offers Evasion 3, Parry 1 (see Tiny Creature)
shelter and fruits or insects abound, bats thrive. These small Soak/Hardness: 1/0
creatures pose little harm to humans, though their erratic MERITS
flight and tendency to rush the nearest target when startled Echolocation: Bats perceive their surroundings via
inspire tales of bats as nightmarish, bloodthirsty creatures bursts of sound too high-pitched for humans to hear.
that gouge out eyes or excoriate flesh. Several larger, carniv- They never take penalties to Senses rolls for low light
orous species feast on frogs, mice, and other bats. or blindness, and they double 8s on rolls to find or
notice anything concealed.
As nocturnal hunters, they prefer to rest until nightfall. Keen Hearing: Double 9s on hearing-based Senses
Abandoned ruins make ideal homes for them, and the rolls.
sudden swarming of an agitated colony has driven away Tiny Creature: Gain +2 Evasion against foes larger
many an aspiring scavenger lord. than a housecat. Characters of that size subtract two
successes from Awareness rolls to notice the bat.
Essence: 1; Willpower: 3; Join Battle: 4 dice
Health Levels: −0/−1/−2/−4/Incap. Storyteller Tactics
Actions: Fly: 8 dice; Senses: 7 dice (see Echoloca-
tion, Keen Hearing); Stealth: 4 dice Individual bats rarely attack people, but many find their
Resolve 1, Guile 2 flight patterns and sudden movements alarming. Some bats
feed on blood, and when intruders enter such a bat’s hunting

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ground, it bites the target with the least armor or most ex- Alchemists seek out bat nests for their deposits of gua-
posed skin. Once it deals one level of decisive damage, it flies no, a potent ingredient in many thaumaturgic rituals. It
off to avoid retaliation. Although the injuries are small, the can also be refined into an explosive reagent as a major
bat’s saliva prevents wounds from closing. The punctures project, requiring a week’s worth of labor and a difficul-
continue bleeding until the victim can clean them. ty 3 Craft (Alchemy) roll. This transmutes one fistful of
bat guano with a sprinkling of red jade shavings into a
A lone bat flees when it takes damage to its first −1 health half dozen charges of firedust, or enough for two firedust
level. Bat colonies swarm intruders near their nests, fly- grenades.
ing in a chaotic pattern as a battle group with Size 1, poor
Drill, and Might 0.

Bird of Paradise

Native to the West’s tropical isles and Southeastern Across these tropical cultures, spotting a bird of paradise
jungles, a bird of paradise is any avian with striking, landing upon a pier, mast, or gunwale is an omen of good
colorful plumage and a knack for mimicry. These birds luck. If the bird flies over a vessel, it promises a safe and
are popular pets for the wealthy, as keeping them alive prosperous journey.
over long distances is a challenge for sellers. Closer to
their native habitats, Western sailors own the intelli- Essence: 1; Willpower: 4; Join Battle: 4 dice
gent birds as lookouts and status symbols. Their animal Health Levels: −0/−1x2/−2/−4/Incap.
insights inform Southeastern mystics’ fortune-telling Actions: Fly: 8 dice; Mimic: 8 dice; Senses: 6 dice
rituals. Enterprising hunters capture and kill birds of Resolve 1, Guile 3
paradise for their stunning plumage and craft the allur-
ing feathers into jewelry and headpieces that fetch high
prices from the Guild.

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COMBAT weapon action before using the stolen item.
Attack (Peck): 5 dice (Damage 8) Stolen Voice Distraction (Latent): A bird of para-
Attack (Snatch): 6 dice (see Seizing Claws) dise taught to mimic the voices of humans it overhears
Combat Movement: 8 dice can use the distract gambit (Exalted, p. 200).
Evasion 3, Parry 1 Storyteller Tactics
Soak/Hardness: 3/0 In the wild, birds of paradise don’t attack unless disturbed.
SPECIAL ABILITIES If they must defend themselves, members of the flock take
Bright and Beautiful (Latent): Birds of paradise turns stealing the intruders’ voices to create a distraction
are too lovely to harm, as are their keepers. The bird while other birds swoop in to strike. They flee combat
takes a persuade action against a target using the when they take damage to their first –1 health level. Birds
Mimic pool. If successful, this convinces the attacker of paradise include any of the following species: parrots,
to pursue a less beautiful target instead. cockatiels, toucans, parakeets, and maidens-of-the-forest.
Seizing Claws (Latent): Requires the ability to use
the disarm gambit (Exalted, p. 555). Whenever Found only in southeastern jungles, maidens-of-the-forest
a trained bird of paradise steals something from an have a spray of tail-feathers resembling the Five Maidens’ col-
opponent with a disarm gambit, it can swiftly circle ors. Geomancers watch for maidens-of-the-forest with incor-
back to its trainer and drop it directly into their hand, rectly colored plumage and use them to find demesnes.
negating the need for the trainer to use a draw/ready

Camel/Llama

Used as mounts and beasts of burden, camels and llamas MERITS
are a common sight throughout Creation. In Southern Beast of Burden: Double 8s on feats of strength to
deserts, warriors and merchants alike prefer camels haul or carry a heavy burden.
over horses. In the North, llamas haul loads along nar- Desert Traveler (camel only): Camels may travel for
row, winding mountain paths. Everywhere, weavers spin a week without stopping for water.
their hair into warm, durable textiles. While the mighty Environmental Stride: Add +1 Speed bonus when
yeddim labors under a vaster yoke, the resilient and reli- riding the animal in its native environment.
able creatures appeal to nomadic peoples who often can- Sure-Footed: Camels and llamas cross difficult
not afford to maintain a massive beast. The traits below terrain using one move action instead of two, and
may also apply to any hardy pack animal well-adapted to reduce penalties to combat movement actions across
life in a harsh environment. such terrain by one.
Well-Adapted: Double 9s on rolls to resist environ-
Essence: 1; Willpower: 4; Join Battle: 2 dice mental hazards in the animal’s native environment.
Health Levels: −0/−1x3/−2x3/−4x2/Incap. Battle-Trained (Latent): These trained beasts
Speed Bonus: +3 (see Environmental Stride) respond to the battle leader’s commands as well as
Actions: Endure Harsh Climates: 6 dice; Feats of their riders’. When ridden in a battle group, camels
Strength: 6 dice (may attempt Strength 3 feats); Keep and llamas add 2 dice to rally or rally for numbers
Balance: 5 dice; Senses: 5 dice actions.
Resolve 2, Guile 1 Herd Guardian (Latent): Trained llamas defend
COMBAT herds of livestock or their owners. Double the llama’s
Attack (Bite): 5 dice (Damage 10) Parry when it uses the defend other action to protect a
Attack (Kick): 6 dice (Damage 12) herd, or its master.
Combat Movement: 12 dice
Evasion 1, Parry 1 (see Herd Guardian) SPECIAL ABILITIES
Soak/Hardness: 3/0 Tenacious Steed (Magical, 3m): The animal’s
master adds her Essence to its Speed bonus when
making mounted rush attacks. Additionally, it doubles

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the usual benefit to withering attacks made while By contrast, domesticated llamas are sociable and pleas-
mounted (Exalted, p. 203). ant creatures. Reduce the Difficulty of any rolls made to
control or tame them by one, to a minimum of 1. If not
Storyteller Tactics trained properly, llamas spit, kick, and bite, and there-
fore do not benefit from the reduced Difficulty.
Though merchants use both creatures for cargo in equal
measure, Southern cavalry units prefer the camel for Unless specifically trained for combat or forced to fight,
its larger build and tenacious attitude. Armorers craft these animals flee after taking damage to their first −2
breastplates and barding for the beasts. health level.

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Dolphin

Western tradition says a single dolphin swimming along- Attack (Tail): 5 dice (Damage 6)
side one’s ship is good luck; the appearance of a whole pod Combat Movement: 8 dice
represents the best of fortunes indeed. These smart and Evasion 5, Parry 1
playful mammals enjoy human company, and plenty of sail- Soak/Hardness: 3/0
ors owe their lives to a dolphin’s timely appearance. Mortals SPECIAL ABILITIES
swim beside them without fear. Those who can breathe un-
derwater ride dolphin mounts beneath the waves. Detect Intruders (Latent): Dolphins can be trained
to sense invaders. Anyone attempting to sneak into an
Their intelligence makes them eminently trainable. area dolphins patrol must roll (Dexterity + Stealth) to
Dynasts from Houses Peleps and V’Neef have especially oppose the dolphins’ Guard.
capitalized on this, while fishermen rely on their trained Treasure Seeking (Latent): Dolphins can survive
dolphins’ keen eyesight and echolocation to help find the at far greater depths than most humans, and can be
largest schools of fish. Career sailors take them as famil- trained to seek out and retrieve lost treasures at the
iars, as do Immaculates seeking to please the sea gods. bottom of the sea.
Fortune’s Favor (Magical, 5m): The sea gods have
Essence: 1; Willpower: 3; Join Battle: 10 dice blessed dolphins with their special favor, and the
Health Levels: −0x2/−1x3/−2x3/−4x2/Incap. animals share that luck with trusted human compan-
Speed Bonus: +4 ions. Once per scene, the player of a character with a
Actions: Guard: 7 dice; Senses: 6 dice (see Keen Eyes, dolphin familiar may reroll one mundane action and
Echolocation); Swimming: 8 dice; Tracking: 7 dice keep the better result.
Resolve 2, Guile 3 Hold Fast (Magical, 5m): The dolphin’s normal-
COMBAT ly smooth skin roughens where its rider comes into
Attack (Bite): 5 dice (Damage 8) contact with it, allowing the rider the friction to stay
mounted as the dolphin moves swiftly underwater.

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MERITS their enemies about. Faithful allies, they use their Guard
Echolocation: Dolphins send sound waves out into as a defend other action to protect their young, their
the water and determine what’s nearby by the echoes allies, and their masters. Dolphins can be purchased as
that return. They never take penalties to Senses rolls for 3-dot familiars.
low light or blindness, and they double 8s on rolls to
find or notice characters in concealment. A dolphin attempts to flee once it has taken damage to its
Keen Eyes: Double 9s on sight-based Senses rolls; first −2 health level.
underwater, double 8s instead.

Storyteller Tactics

Dolphins aren’t prone to fighting. Pressed into combat,
however, they bite and use their powerful tails to knock

Eight-Tailed Mole Hound

Once bred as fierce hunting animals for Southern Dragon- (6 alongside packmates); Tracking: 7 dice
Blooded, eight-tailed mole hounds now run free and feral Resolve 2, Guile 1
throughout the deserts. From afar, they resemble wolves in COMBAT
size and shape, but in addition to their eponymous eight tails, Attack (Bite): 7 dice (Damage 14)
these creatures possess thick armored plates. Mole hounds Attack (Grapple): 6 dice (5 to control)
are pack beasts, hunting in groups of six to twelve. With their Combat Movement: 8 dice
wide feet, they tunnel with impressive speed, burrowing be- Evasion 4, Parry 2 (4 with defend other action)
neath sand or soil as fast as they can run atop it. Soak/Hardness: 8/10
SPECIAL ABILITIES
Essence: 1; Willpower: 3; Join Battle: 6 dice Burrow: The mole hound burrows underground and
Health Levels: −0/−1x2/−2x5/−4x3/Incap. moves a full range band to its target’s position with a
Actions: Feats of Strength: 7 dice (may attempt single reflexive move action, ignoring difficult terrain.
Strength 3 feats); Senses: 8 dice (see Keen Nose),
Stealth: 6 dice (7 while burrowing); Threaten: 4 dice

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It can burrow through sand and soil, including packed long as it uses the defend other action on their behalf.
dirt, but not through stone or other solid barriers. Unex- Enemies increase onslaught penalties by one per three
pected attacks it makes after this movement in the same hounds attacking together. A battle group of mole hounds
turn add two automatic successes to the damage roll. can’t use this ability. By default, only other mole hounds
Massive Charge: If the mole hound moves at least count as packmates, but a master can train it to recognize
one range band toward a target and makes a de- human allies as part of the pack as a latent ability.
cisive attack against it on the same turn, the attack
gains the Smashing tag (Exalted, p. 586). Storyteller Tactics
MERITS
Earthsight: While burrowing, a mole hound per- Although one mole hound is formidable on its own, the
ceives through vibrations. It can pinpoint a target’s lo- beasts prefer hunting in packs. They surround their targets,
cation and note its actions without seeing it, as long as sending a few in to attack at a time and combining Burrow
it produces any vibrations in the ground; a flying foe, and Massive Charge to create daisy chains of unexpected
for instance, confounds this sense. attacks. The others corral the enemies, or break off into
Keen Nose: Double 9s on scent-based Senses rolls. smaller groups to pick off escapees. Mole hounds are pa-
Safety in Numbers: A mole hound protects injured tient, tracking prey for hours or days until the perfect op-
packmates, granting an ally who has taken 3+ levels of portunity arises. A solitary mole hound flees with damage
damage one automatic success on disengage rolls as in any of its last two −2 health levels; packs flee when every
member has taken at least three levels of lethal damage or
at least six of bashing. Mole hounds are 2-dot Familiars.

Elephant/Mammoth

Throughout Creation, from the savannas of the South to COMBAT
the arctic wastes of the far North, people respect and re-
vere elephants and mammoths as totems of strength and Attack (Stomp): 14 dice (Damage 16, minimum 4)
power. Full-grown bulls travel alone or in loose groups, Attack (Tusks): 12 dice, or 13 with bladed tusks
standing twice the height of a mortal and weighing up (Damage 18, minimum 5); Tags: Piercing (blades
to seven tons. Females gather in intimate family groups only)
with their young; they have two-thirds of a male’s height Attack (Trunk): 13 dice (Damage 15); Tags: Flex-
and mass. They use tusks — found on male Southwestern ible
elephants, or both genders elsewhere — to guard against Attack (Grapple): 11 dice (14 to control)
predators, engage in mating battles, and tear up roots and Combat Movement: 7 dice
bark for fodder. They gather near freshwater sources. Evasion 2, Parry 4
Soak/Hardness: 16/6 (20/6 with armor)
Elephants live for decades, with intelligence, memory,
and emotional sophistication akin to a human’s. They SPECIAL ABILITIES
gather food and use tools with their prehensile trunks,
and though they cannot speak, they exhibit love, grief, Gore: Decisive tusk attacks add threshold successes
generosity, and humor. People keep them in captivity to damage against enemies with lower Initiative, as
to haul goods, transport passengers, or trample foes in long as the elephant hasn’t taken any other actions
war. Hunters kill wild elephants for their valuable ivory. (including reflexive movement actions) that turn.
Northern tribes also hunt the mammoth for its meat. Massive Charge: If the elephant moves at least one
range band toward a target and makes a decisive
Essence: 1; Willpower: 5; Join Battle: 4 dice attack against it on the same turn, the attack gains the
Health Levels: −0x3/−1x6/−2x6/−4x6/Incap. Smashing tag (Exalted, p. 586).
Speed Bonus: +1 Overwhelming Might: Elephants make unopposed
Actions: Endure Extreme Conditions: 9 dice; Feats of grapple control rolls against enemies of smaller size, unless
Strength: 14 dice (may attempt Strength 7 feats); Find the victims use magic allowing them to grapple larger foes,
Water: 10 dice; Intimidate: 9 dice; Senses: 7 dice such as Dragon Coil Technique (Exalted, p. 280).
Resolve 2, Guile 1 Rampaging Stampede: Spend one Willpower to
flurry a withering stomp attack with a decisive tusk
or trunk attack, each with a different target.

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Trample: If the elephant reflexively pursues an more than (3 + attacker’s Strength) levels of damage
enemy after a successful rush and makes a stomp to it, not counting levels added by Charms or other
attack against them on its next turn, a successful hit magic.
knocks the enemy prone. Apply the Defense penalty Storyteller Tactics
from being prone (Exalted, p. 202) retroactively Elephants flee after taking 4+ levels of damage, unless
when calculating the attack’s threshold successes. protecting their young or kept under control by a rider.
Trunk Grapple (Latent): An elephant takes no Against larger opponents they use their Massive Charge
Defense penalty for grappling, but can’t make sav- to protect their territory or wards more often than they at-
aging attacks. However, one with bladed tusks auto- tack directly. They are difficult to harm due to thick hides
matically deals lethal damage on a decisive throw, and versatile trunks, but they have trouble maneuvering
as it tosses the enemy into the air and then slices them quickly or attacking foes directly behind (or atop) them.
— perhaps in half.
MERITS Those who train elephants for battle often have
Keen Nose: Double 9s on scent-based Senses rolls. steel-bladed tips crafted to fit the animals’ tusks, which
Legendary Size: An elephant suffers no onslaught the elephants use like swords to cut their opponents
penalties from attacks from smaller opponents, unless in half. War elephants in Kirighast use their trunks to
they’re magically inflicted. Withering attacks from swing about modified flails with incredible accuracy.
smaller enemies cannot crash it unless they have at Since preparing an animal of this size for war requires
least 10 post-soak damage dice, although attackers huge investments of time and money, their owners also
still gain the full amount of Initiative damage dealt. fit them with padded armor allowing them the freedom
Decisive attacks from smaller enemies cannot deal of movement to use their trunks and tusks against their
enemies.

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Forest Strider

Eastern forests are home to an unusually large breed of Attack (Leg spikes): 5 dice (Damage 7)
stick bugs that blend in with trees and disappear from Attack (Poison spray): 6 dice (Damage 0; see
plain sight like their smaller cousins. The abundant food Poison Burst); Tags: Thrown (Short)
and fecund Essence near the Pole of Wood allow crea- Combat Movement: 5 dice
tures to grow to massive sizes. A forest strider’s swift Evasion 4, Parry 2
ground speed, and their ability to quickly climb tow- Soak/Hardness: 4/0
ering trees and fly short distances, make them popular SPECIAL ABILITIES
mounts. Ambush Hunter: Gain +3 on unexpected attacks.
Poison Burst: Forest striders secrete a poison
While some forest striders look like bare tree trunks, (Exalted, p. 232), with which they can make
with six branch-like limbs, others resemble giant leaves. poison spray attacks that are vectors for exposure
Some varieties have iridescent wings, almost invisible, upon success. The poison deals 2i per round (L
letting them glide from one branch to another. in Crash), with a duration of 3 rounds and a −3
penalty.
Essence: 1; Willpower: 4; Join Battle: 6 dice Spike Swipe (Latent): The forest strider lashes out
Health Levels: −0x2/−1x4/−2x4/−4/Incap. with its leg spikes to protect its rider. She does not
Speed Bonus: +3 lose Initiative when she disengages while astride.
Actions: Climb: 7 dice; Glide (winged only): 6 dice;
Read Intentions: 4 dice; Resist Disease/Poison: 5 MERITS
dice; Senses: 5 dice; Stealth: 7 dice Camouflage: The forest strider appears to be part of
Resolve 2, Guile 3 a tree, or a stump or leaf on its own. In a forest, double
COMBAT 9s on Stealth rolls.
Attack (Grapple): 5 dice (7 to control) Sudden Escape: The forest strider can shed a leg

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to get away from an enemy. It may automatically their foes. Riders can train forest striders to attack on
disengage without a roll, but suffers a cumulative −1 command, much like war horses.
penalty to combat movement rolls. This penalty lasts
until the leg regenerates during molting, which it does In the wild, forest striders keep to the trees and avoid
once a week. contact with humans. A character who is patient, moves
softly, and has a good supply of succulent leaves and
Storyteller Tactics berries may lure one from hiding with a Charisma +
Forest striders’ nimble limbs and aerodynamic shapes Survival roll, opposed by the strider’s Read Intentions
allow them to ascend to high points quickly, giving rid- pool. Untamed forest striders are timid; they attempt to
ers the high ground and the ability to swoop down upon flee after taking any damage.

Giant Constrictor

Legendary terrors of the Eastern jungles and Western bogs, of water before lunging out to claim a hapless animal stop-
giant constrictors are any variety of constricting snakes, ping to drink.
such as the anaconda or boa, which can grow to monstrous
sizes in Creation, reaching extremes of fifty or sixty feet in Essence: 1; Willpower: 4; Join Battle: 4 dice
isolated ecosystems. They use their massive coils to crush Health Levels: −0/−1x2/−2x3/−4x3/Incap.
the breath out of prey such as deer, capybaras, and unfortu- Actions: Climb: 6 dice; Feats of Strength: 7 dice (may
nate humans, while swallowing smaller animals like fish or attempt Strength 3 feats); Resist Disease/Poison: 7 dice;
birds whole. Some make their homes among the treetops, Senses: 5 dice (see Thermal Sense); Stealth: 5 dice
blending in with foliage before falling onto an unsuspecting Resolve 2, Guile 2
victim. Others hunt in rivers, swimming under the surface

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COMBAT MERITS
Attack (Bite): 8 dice (Damage 15) Camouflage: Double 9s on Stealth rolls while
Attack (Grapple): 10 dice (14 to control) hidden amid treetops or dense foliage. Aquatic vari-
Combat Movement: 6 dice ants gain camouflage while swimming or slithering
Evasion 3, Parry 1 through mud.
Soak/Hardness: 8/0 Thermal Sense: Giant constrictors sense their
SPECIAL ABILITIES prey’s body heat, doubling 9s on any roll to notice a
Crushing Coils: A giant constrictor takes no warm-blooded character and ignoring penalties for
Defense penalties from grappling, and can drag an visual obstacles such as darkness or mist.
enemy on the same turn it makes a savaging attack Storyteller Tactics
against them. Giant constrictors depend on the element of surprise
Uncoiling Serpent Rush: Every turn the con- when they hunt. Though they’re capable of moving
strictor does not take a movement action, it stocks swiftly to catch their prey, they prefer to wait, hidden,
a single success, to a maximum of three. Each until a tasty and unsuspecting morsel happens by. The
stocked successes adds +1 Evasion. It adds all snakes are also nocturnal creatures, doing the major-
stocked successes to a rush roll, and to any grapple ity of their hunting at night. Legion soldiers on late-
gambit it initiates on the same turn in a flurry, reset- night watches in the East keep an eye out for constric-
ting stocked successes to zero. With three stocked tors, lest their sleeping comrades-in-arms end up with
successes, it may also reflexively move one range bone-crushing blankets.
band closer to the enemy without counting as its
movement action for the turn. Any other movement Giant constrictors flee when they take damage to their
actions waste all stocked successes. last −3 health level, unless they are in the middle of
crushing their prey to death; then they flee after the
grapple ends instead.

Ichneumon Hunter

The terrifying ichneumon hunter is the scourge of COMBAT
Southern herders. While the male of the species is a Attack (Sting): 8 dice (Damage 10)
harmless fly, the female is a flying wasp the size of a small Combat Movement: 7 dice
dog, with an ovipositor as long and sharp as a dagger. It Evasion 5, Parry 2
uses this to puncture the flesh of sheep, goats, cattle, or Soak/Hardness: 1/0
whatever warm-blooded hosts are common throughout SPECIAL ABILITIES
the region, and implant its eggs to grow and hatch within Ambush Hunter: Add three dice on unexpected
— and eventually feed on — their unwilling host. attacks.
Buzzing Advance: Add one automatic success on
While it’s uncommon for them to implant their brood any rush against a warm-blooded mammal that could
in a human host, those rare victims suffer an agonizing host its eggs, without penalties for flurrying a rush and
death. Herders protect their flocks (and children) from a sting attack on the same turn against such prey.
the ichneumon by burning foul-smelling herbs in huge Distracting Swarm: A cloud of male ichneumon
firepots day and night, while physicians and shamans hunters surrounds the female’s prey, distressing and
prescribe infusions of wormwood to kill implanted eggs disorienting the target. Roll Fly vs. the target’s Resolve,
before they have a chance to hatch. treating the swarm of males as one unit. If the swarm
succeeds, the target moves one range band away
Essence: 1; Willpower: 2; Join Battle: 4 dice from its original position and suffers a −1 penalty on
Health Levels: −0/−1/−2/−4/Incap. Perception rolls for the next round.
Actions: Fly: 7 dice; Senses: 4 dice (see Host Scent); Infestation: A living enemy damaged by a decisive
Stealth: 9 dice; Tracking: 3 dice (see Host Scent) sting must roll to resist the ichneumon hunter implanting
Resolve 1, Guile 1

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its eggs in their body, a parasitic infestation modeled Brood-Sense Meditation (Magical, 0m): The ich-
as a disease (Exalted, p. 233) with virulence 4, mor- neumon hunter is conjoined to the Essence of its para-
bidity 2, and an interval of one month. Fully-grown sitic brood, and can sense their emerging lives as they
ichneumon hunters emerge from the corpse of anyone grow within its prey. Against any character infested
who dies of the infestation. with the hunter’s eggs, Host Scent’s bonus increases
Corpse-Hive Embodiment (Magical, 1m): When to five bonus successes and can contest even perfect
the ichneumon hunter makes a decisive sting attack track-covering magic, such as the Charm Traceless
against an undead creature with flesh, such as a Passage (Exalted, p. 412).
zombie (but not a materialized ghost or Liminal Exalt), Storyteller Tactics
its master may pay one mote to quicken the hunter’s Procreation is the ichneumon hunter’s main priority.
eggs as it implants them in dead flesh. The insects In the wild, they’re selective about which herd animals
quickly hatch and devour the creature alive. In ad- they choose as hosts: since the weakest run the risk of
dition to taking damage from the attack, the undead being killed by other predators before the incubation
is filled with flesh-eating wasps, suffering one die of period ends, the hunters aim for hardier members of a
lethal damage that ignores Hardness on each turn. flock.
Fire drives the wasplings away; a zombie’s master
can expel them by spending a miscellaneous action Infestation is a team effort. Females attack their prey to-
brandishing a torch or similar source of flame. gether, overwhelming as many of the herd as they can
MERITS and ensuring that each hunter can lay her eggs. Males of
Host Scent: Add three bonus successes to rolls to the species, otherwise harmless, swarm in an attempt to
notice or track warm-blooded prey, but not to rolls separate potential hosts from the safety of their packs.
opposing stealth attempts. They have no bite to speak of, but their buzzing mimics
Tiny Creature: Male ichneumon hunters add +2 the female’s and sets off the quarry’s flight instincts.
Evasion against attacks made by larger foes. In ad-
dition, larger characters subtract two successes from An ichneumon hunter attempts to flee when it suffers
Awareness-based rolls made to notice them. damage to its −2 health level.

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Metagalapan Riding Hawk

Mount Metagalapa lies northeast of Great Forks, float- miles per day, but after a few days they need rest and re-
ing hundreds of feet in the air. Its denizens learned to covery before continuing.
breed its native oversized hawks larger and larger, un-
til the birds could carry riders. Now, traders and war- Metagalapan hawks often outlive their riders. Some pass
riors from the lofty peak swoop down to barter with their hawks’ jesses on to a child or favored student, the
those who deal with them in good faith — and raid bird serving its masters faithfully for a century or more.
those who don’t — borne on the wings of Metagalapan The hawks are not very fertile; only a few hatchlings sur-
riding hawks. vive each year, and successful breeders are in demand.
Even rarer is the great roc, a variety whose wingspan
Modern hawks’ dispositions retain a healthy dose of the stretches double that of their smaller cousins, growing
wild. Anyone foolhardy enough to steal one courts a long larger than a mammoth.
drop and a painful death. Riders train for long periods,
earning a bird’s trust over months or years. Hawks and Essence: 1; Willpower: 4; Join Battle: 7 dice
riders with the strongest bonds perform incredible feats, Health Levels: −0x2/−1x3/−2x3/−4x2/Incap.
maneuvering as though they share body and mind. Speed Bonus: +0
Actions: Fly: 10 dice; Senses: 5 dice (see Eagle Eye);
The hawks have 30-foot wingspans and powerful talons. Stealth: 6 dice; Tracking: 5 dice (see Eagle Eye)
They can carry a small load, about 200 pounds, for a rid- Resolve 2, Guile 1
er and her spoils. They can transport riders up to 50-75

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COMBAT MERITS
Eagle Eye: The hawk gains five bonus dice on vi-
Attack (Beak): 10 dice (Damage 11) sion-based Senses rolls to notice something while it
Attack (Grapple): 4 dice (4 to control) has the height advantage, and can make out fine
Attack (Talons): 10 dice (Damage 12) details of far-off targets this way. It automatically suc-
Combat Movement: 8 dice (see Aerial Maneuver- ceeds on rolls to track someone while airborne unless
ability) they employ perfect concealment magic.
Evasion 3, Parry 1 Mighty Wings (Magical, 3m): The hawk can carry
Soak/Hardness: 3/0 an extra 50 pounds for every three motes committed
SPECIAL ABILITIES indefinitely, up to an extra 200 pounds.

Aerial Maneuverability: Double 9s on disengage Storyteller Tactics
attempts while flying. Metagalapans prize their riding hawks for their maneuver-
Crushing Grip: Withering savage attacks the ability and ferocity. While a hawk is neither affectionate nor
hawk makes against grappled opponents ignore up truly loyal, it recognizes a good master as a reliable source of
to four points of soak, while decisive ones ignore up food and shelter. It’s still a wild animal at heart, though, and
to four points of Hardness. a rider would do well to remember that. Mistreated hawks
Swooping Descent: A hawk that flies downward turn on their abusers. One Prince of the Earth known for his
at least one range band and makes a decisive un- cruelty turned up dead on the rocks below the mountain.
expected attack on the same turn adds two automatic Official documents say his worn saddle’s straps gave way, but
successes to the attack roll. A hawk soaring high in those who found him say they were sliced, as if by a talon.
the sky is beyond sensory range without superhuman
senses, ensuring an ambush on first strike and allow- Metagalapan hawks prefer to strike from above, then
ing it to attempt re-establishing stealth in combat or move swiftly out of range as they climb into the sky for
withdrawing by simply flying higher than their enemies their next dive. They can only restrain/drag or savage a
can see. grappled enemy, but they can drag him while ascending
Steady Glide (Latent): The hawk moves smooth- and then release him to cause falling damage. They at-
ly through the air, allowing its rider to take aim tempt to flee when they’ve taken damage to their first –2
or perform other actions requiring a steady hand health level, unless forced by a rider to continue. Those
without suffering any penalties during any maneuver. who manage to procreate are protective of their fledg-
Armored hawks do not suffer barding penalties. lings, and defend their nests until Incapacitated or killed.

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Mospid

This flying, feathered lizard is smaller than an eagle, but Combat Movement: 8 dice (6 to disengage)
far nimbler, with a two-foot wingspan and feathered tufts Evasion 4, Parry 3
on its tail and thumb that allow for precise maneuvering. Soak/Hardness: 4/0
They are fearsome nocturnal hunters in their native for- SPECIAL ABILITIES
ests, swooping down to catch prey and savaging it to death Death Dive: As long as the mospid can soar up to long
with their sharp claws. While they’re far more difficult to range from the ground, it may dive down at an enemy
tame than any falcon, the Realm’s Dragon-Blooded favor with devastating force. The first time it moves down into
them for hunting animals, both for their killing prowess close range with an enemy while airborne and makes
and as a symbol of their master’s own might. a decisive attack, it may add four dice to the attack roll
and double 10s on the damage roll. Once it’s used this
Essence: 1; Willpower: 4; Join Battle: 4 dice special attack, it must regain altitude, returning back to
Health Levels: −0/−1/−2x2/−4/Incap. vertical long range before it can do so again.
Actions: Fly: 8 dice; Senses: 5 dice (see Eagle Eye Harry: If a mospid moves into close range of an
and Night Vision); Steal (6 dice); Tracking: 5 dice enemy and deals 5+ damage to them with a wither-
(see Eagle Eye and Night Vision) ing attack in the same turn, that enemy cannot disen-
Resolve 2, Guile 1 gage or withdraw on their next turn.
COMBAT Dread Clutches (Latent): When the mospid savages a grap-
Attack (Claw): 9 dice (Damage 9) pled enemy, it may also drag them along with any movement
Attack (Grapple): 5 dice (5 to control) actions it takes without restraining them first. The mospid may
move normally during a grapple as long as it’s in flight.

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Hold at Bay (Latent): After using Harry, a mospid GREAT ROCS
may pay a Willpower to reflexively attempt a grapple
gambit, converting threshold successes on the attack The great roc is a larger cousin to the Metagalapan
roll to bonus dice on the control roll. The mospid can riding hawk, and can be found in Chapter 5 of Ma-
only hold or savage a grappled enemy — it cannot ny-Faced Strangers.
drag them unless it knows and uses Dread Clutches.
Intercept (Latent): The mospid’s master trains it to the mospid must maneuver around obstacles or tight
seek out messenger birds and intercept the correspon- passages, such as a heavily forested area, double 8s
dence they carry. The mospid swoops in, snatches the instead.
missive, and darts away. Once per scene, the mospid Storyteller Tactics
may flurry a Steal action with a disengage action Mospids flee after taking any damage, even those trained
without penalty. as hunting beasts.
Familiar Sense (Magical, 5m): The mospid senses
familiars within medium range, and can trace the su- A mospid can carry seized enemies the size of a house-
pernatural bond back to the familiar’s master. cat, small monkey, or similar prey indefinitely. They can
grapple enemies up to the size of a dog, but only for an
MERITS instant, relinquishing the grapple at the end of their turn
(which may cause falling damage to its foe if the mo-
Eagle Eye: A mospid gains five bonus dice on vi- spid ascends). Mospids cannot slam or throw clinched
sion-based Senses rolls while it has the height advan- enemies.
tage, and can make out fine details of far-off targets
this way. It automatically succeeds on rolls to track Mospids are valuable assets on the battlefield. Their
someone while airborne unless they employ perfect agility makes them excellent message-carriers, and their
concealment magic. sharp claws rend other courier-birds to bits. When look-
Eagle Wing Rush: A mospid may rush enemies outs spot mospids in the air, those with familiars con-
from long range above them, as long as the horizon- sider very carefully whether to send their companion to
tal distance between them is still at short range. scout ahead.
Night Vision: Mospids can see in dim conditions
without penalty, and reduce the difficulty of vi-
sion-based Senses rolls in deeper darkness by one.
Precise Maneuvering: Double 9s on movement
actions made while in flight. In an environment where

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Northern Ursid

Iceship crews from Tusk tell stories of sleek, white-pelted water bears prowling Mela’s Fangs, attacking boats and
stealing fishermen’s catches. Their webbed paws end in wicked claws. Gills in their necks allow them to dive for
long periods to hunt fish in caves deep below the water’s surface, or to evade human hunters’ spears
and harpoons.
Down on all fours, these sea bears are four to five feet high at the shoulder,
and weigh between 800 and 2,000 pounds. Standing on their hind legs, they
tower over humans at heights of up to 11 feet. Hunting parties brave the
bears’ ferocious attacks, as their pelts fetch excellent
prices, and one ursid’s meat can feed a family for
months. Northern tribes who take its avatar as
their patron train the animals to fight and fit
them with armor for riding into battle.

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Essence: 1; Willpower: 3; Join Battle: 7 dice + Sail). Upon success, the boat capsizes, dumping
Health Levels: −0x5/−1x5/−2x5/−4x3/Incap. anyone and anything aboard into the water.
Speed Bonus: +3 (+4 in the water) Roaring Charge (Latent): After moving at least one
Actions: Feats of Strength: 7 dice (may attempt range band toward a target on the ursid’s current turn,
Strength 5 feats); Intimidate: 7 dice; Senses: 5 dice roll Intimidate against the target’s Resolve as a mis-
(see Keen Nose); Swimming: 8 dice; Tracking: 5 dice cellaneous action. If successful, the enemy reflexively
Resolve 3, Guile 2 flees one range band in the opposite direction, and
the bear or its rider receives one automatic success
COMBAT on the next attack roll against anyone who witnessed
Attack (Bite): 8 dice (Damage 15) the charge.
Attack (Claw): 12 dice (Damage 11) MERITS
Attack (Grapple): 8 dice (9 to control, or 10 in the Berserker: Convert wound penalties to bonus dice
water) on attack rolls.
Combat Movement: 7 dice (8 in the water) Keen Nose: Double 9s on scent-based Senses rolls.
Evasion 3, Parry 3
Soak/Hardness: 10/0 Storyteller Tactics
SPECIAL ABILITIES
Capsize (Latent): The bear grabs lines dangling Northern ursidae make their dens away from humans
from a small boat or other vessel no larger than a in caves near the sea, and those who would tame them
fast courier (Exalted, p. 246) in its powerful jaws, must defeat them in combat first. In battle without a rid-
or embeds its claws deep in the vessel’s underside, er, an ursid’s preferred tactics are to grapple an enemy
and dives. Treat this as a Strength 5+ feat of strength and drag her underwater in a bear hug until she drowns,
with required successes equal to the pilot’s (Strength or the clinch crushes her bones, whichever comes first.
A water bear attempts to flee if it takes damage in its first
−2 health level, unless commanded otherwise by a rider.

Siaka

Gigantic sharks that grow up to 50 feet in length, siaka Combat Movement: 7 dice
are the apex predators of much of Creation’s oceans, Evasion 3, Parry 3
hunting whales and giant squid in deep water. Their Soak/Hardness: 10/5
massive mouths have five rows of dagger-like teeth, SPECIAL ABILITIES
which they often plunge into the unprotected under- Blood Frenzy: The smell of blood drives the siaka to
bellies of their prey as they attack from below. They can the point of near-madness. It adds automatic successes
scent even a few drops of blood in water from hundreds to decisive attacks and grapple control rolls against
of miles away, and rise from the deep if incensed by its an enemy who has taken any lethal damage this scene,
tantalizing scent, making them a dreaded sight in the af- equal to the enemy’s current wound penalty.
termath of great sea battles. Death From Below: When the siaka makes a sur-
prise attack, it adds threshold successes on the attack
Essence: 1; Willpower: 5; Join Battle: 6 dice roll to the raw damage, or to the grapple control
Health Levels: −0x4/−1x8/−2x8/−4x4/Incap. roll. This cannot add more than five dice to the raw
Actions: Feats of Strength: 13 dice (may attempt damage of a decisive attack.
Strength 7 feats, see Sundering Bite); Senses: 6 dice Killing Surge: If any of the siaka’s enemies have
(see Blood Scent); Stealth: 2 dice; Swimming: 7 dice; taken lethal damage when it Joins Battle, it may
Tracking: 3 dice (see Blood Scent) convert one die to an automatic success for each
Resolve 3, Guile 1 point of wound penalty suffered by its enemies, and
COMBAT treats the roll as a reflexive rush attempt against a
Attack (Bite): 10 dice (Damage 22, minimum 5) bleeding enemy.
Attack (Grapple): 8 dice (10 to control) Massive Fangs: Whenever the siaka deals 5+
damage to any enemy with a withering attack, it

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may pay a Willpower to roll one lethal damage die extreme range. If it specifically attempts to track or
against its victim as well, which ignores Hardness. detect a bleeding character, it adds an additional
Overwhelming Might: Siaka make unopposed success for each point of wound penalty that char-
grapple control rolls against enemies of smaller size, unless acter suffers.
the victims use magic allowing them to grapple larger foes, Depth Lurker: While the siaka is unskilled in stealth,
such as Dragon Coil Technique (Exalted, p. 280). subtract three successes from Perception rolls to notice
Rip to Shreds: When the siaka makes a savage it while it’s at long range or farther under the water rel-
attack against a grappled enemy, it may expend ative to the character, or moving up from long range
rounds of control to add that many dice to the damage while already hidden. It can rush enemies from long
roll. range beneath them underwater as long as the hori-
Crew-Devouring Rampage (Latent): A siaka zontal distance between the two is no more than one
trained to fight against large numbers of organized range band and it’s concealed from the target.
enemies treats all battle groups as having a wound Legendary Size: A siaka suffers no onslaught pen-
penalty equal to their Size for the purposes of its abil- alties from attacks from smaller opponents, unless
ities. they’re magically inflicted. Withering attacks from
Thrashing Predator Aggression (Latent): The smaller enemies cannot Crash it unless they have at
siaka may spend a Willpower to reflexively make a least 10 post-soak damage dice, although attackers
clash attack against any attack made at close range. still gain the full amount of Initiative damage dealt.
If it deals 5+ damage with a withering clash attack, Decisive attacks from smaller enemies cannot deal
it may use Massive Fangs at no cost, and it rolls three more than (3 + attacker’s Strength) levels of damage
lethal damage dice instead of one. to it, not counting levels added by Charms or other
magic.
MERITS Shark Sleep: Siaka don’t truly sleep. Instead, they
Blood Scent: Add three bonus successes to rolls enter a resting phase during which they remain con-
to sense the presence of blood in the water, out to scious and can still move, but cannot attack or take

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other involved physical actions without disrupting their down, and targets the wounded with attacks such as
rest. Eight hours spent in this resting phase is equiva- Blood Frenzy and Killing Surge.
lent to a night’s sleep for the siaka.
Sundering Bite: Double 8s on feats of destruction to The siaka uses the ocean’s vastness to its advantage. It
crush something between the siaka’s enormous jaws. frequently dives deep and repositions itself, attacking
Storyteller Tactics the ship from a different angle, capsizing other vessels,
Siaka prowl the deeps, undetected by ships’ captains or picking off sailors who have fallen into the water. Just
and lookouts until it’s far too late to raise the sails and because the siaka remains submerged for an extended
run. Though some of its enemies are as adept fighting in period of time doesn’t mean it’s lost interest.
the water as they are on dry land, the siaka recognizes
that most mortals benefit from a solid deck beneath their Destroying ships excites the siaka nearly as much as de-
feet. When attacking enemies on a ship, it uses Death vouring their crews. It uses Sundering Bite to rip holes
From Below to slam into the hull, attempting to knock in the hull, or snap the main mast in half between its
the crew prone or, ideally, overboard. powerful jaws.

It attempts to snare individual opponents in its jaws with A siaka attempts to flee upon suffering damage to its first
Overwhelming Might, and savages grappled targets with –4 health level, unless enraged by the smell of blood in
Rip to Shreds. It uses its Massive Fangs to wear enemies the water.

Simhata

The simhata is a proud and majestic creature combin- Combat Movement: 13 dice
ing the best aspects of lion and horse in its build, with Evasion 5, Parry 3
a vicious temper and a predatory gaze. Simhata roam Soak/Hardness: 6/0
Southern savannas and Eastern grasslands, disembow- SPECIAL ABILITIES
eling prey with powerful claws before moving in for Brutal Claw: Smaller enemies that take 5+ damage
the killing bite. While they are fearsome predators, they from the simhata’s withering claw attack are
have an uneasy relationship with nearby humans — knocked back one range band and fall prone.
though a simhata is by no means averse to preying on Leaping Pounce: If a simhata moves into close
human flesh, the beasts can also be tamed to serve as fe- range with an enemy of the same size or smaller and
rociously loyal mounts. The affinity between human and deals 5+ damage to it with a withering attack on the
simhata goes back to their origins in distant prehistory same turn, it may pay a point of Willpower to reflex-
as the war-mounts of the Exalted, and even in the Time ively make a clinch attack against its prey.
of Tumult, the lion-horse has an inborn desire to serve Raging Lion-Horse Fury: Whenever damage fills
any of the Chosen who prove themselves worthy. one of the simhata’s −2 or lower health levels, or when
it witnesses its bonded rider’s death (see Bonding,
Essence: 1; Willpower: 6; Join Battle: 6 dice below), it enters a state of frenzy. It ignores wound
Health Levels: −0x3/−1x3/−2x3/−4/Incap. penalties and gains a Willpower on each turn that can
Speed Bonus: +4 exceed its usual maximum. It must spend this before its
Actions: Feats of Strength: 9 dice (may attempt next turn to add a success to a combat-related action,
Strength 5 feats); Intimidate: 10 dice; Senses: 5 dice or to resist influence that would make it cease fighting
(see Keen Nose); Stealth: 8 dice; Tracking: 4 dice or impede its ability to fight; otherwise, that Willpower
(see Keen Nose) point vanishes. An enraged simhata doesn’t flee under
Resolve 4, Guile 1 any circumstances. However, a bonded rider may
COMBAT attempt to calm its rage with a (Charisma + Ride) roll,
Attack (Bite): 8 dice (Damage 17) difficulty 4, which cannot be placed in a flurry.
Attack (Claws): 10 dice (Damage 14) Savaging Maw: Any decisive bite attack the
Attack (Grapple): 7 dice (8 to control) simhata makes against a prone or crashed enemy
adds threshold successes to the damage roll.

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Swift Advance: Whenever the simhata reflexively Bonding (Latent): A rider who successfully tames
pursues an enemy after a successful rush, it may pay a wild simhata — a task involving a great deal of
a Willpower to reflexively make a decisive attack hard effort and raw meat — bonds to it, giving the
against them. simhata a Major Tie of loyalty to them. While it may
Foe-Maiming Guardian’s Fangs (Magical, 1m): not be well-tempered or easy to handle, its devotion
Whenever the simhata makes a decisive bite attack is unwavering. It accepts no other rider, and anyone
against an enemy who has attacked or threatened its foolish enough to attack its master answers to its
bonded rider, the Exalt may pay one mote to double claws. However, the simhata were bred in the ancient
10s on the damage roll. If he currently suffers any past as Exalted war-steeds. Even a bonded simhata
wound penalties inflicted by that enemy, his total allows an Exalt to ride if his anima flares. Bonded to
wound penalty is added as bonus dice to the simha- an Exalt, the simhata’s Tie is Defining and overrides
ta’s attack roll. any existing bonds to un-Exalted riders.
MERITS Cliff-Stalking Method (Latent): A simhata’s power-
Keen Nose: Double 9s on scent-based Senses rolls. ful legs and claws allow it to climb up walls as easily
Predator’s Hunger: Whenever a simhata Joins as it moves over horizontal ground. It scales vertical
Battle against an enemy it could conceivably eat, if surfaces at its regular combat speed, and for a point of
it hasn’t eaten within the last day, it may reroll any 1s Willpower, can leap a distance comparable to what
until they fail to appear. Its master can train it to apply a Solar can achieve with Monkey Leap Technique
this Merit to all Join Battle rolls as a latent ability, by (Exalted, p. 261). When running at full speed, the
conditioning it to associate battle with free rein to simhata can use its momentum to jump from one wall
devour its enemies. to another, catching on with its claws and pushing off
again as it pursues its prey.

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Resplendent Mane (Magical, 2m): Whenever pouncing again, or bat its catch back and forth with an-
its master’s anima banner is at the burning level, the other member of its pack until it grows bored or hungry
simhata’s mane mimics its appearance at no cost, enough and snaps its victim’s neck.
glowing and whipping about in the stirring Essence.
For two motes, the simhata gains +2 dice to combat Simhata are intelligent and curious. A bonded simhata
rolls for the scene. learns to read its master’s body language, making it a sav-
vy companion in dangerous situations. Many Exalts owe
Storyteller Tactics their lives to a vigilant simhata picking up on its master’s
unease and acting swiftly when enemies appeared.
For a simhata, the hunt is as satisfying as the kill. It stalks
its prey across the savanna, creeping low to the ground A simhata flees after suffering damage to its last –2
and staying upwind until it strikes in a flurry of fangs and health level but never abandons a bonded rider, even if it
claws. The hunt doesn’t end when the simhata catches must sacrifice its own life to save his.
its quarry. Like its smaller feline cousins, a simhata plays
with its food before delivering the killing blow. It may
release its victim and let it run a range band away before

Sky Titan

Native to Southeastern jungles, these massive crea- Attack (Talons): 10 dice (Damage 16)
tures are both tremendous lizard and terrible raptor. Attack (Wing): 8 dice (Damage 14)
Immense, broad wings stretch more than 50 feet across. Attack (Talon Grapple): 11 dice (10 to control)
Their feathers, arrayed in a violent spray of colors, form Combat Movement: 12 dice (see Master of the
fearsome patterns when their wings unfurl. Many an Sky)
explorer’s last moments come while glancing up to see Evasion 4 (see Master of the Sky), Parry 3
the beast’s razor-sharp beak as it strikes like a comet. If a Soak/Hardness: 12/4
victim is unlucky, the sky titan toys with its prey, shaking
and flinging him around to soften him up before devour- SPECIAL ABILITIES
ing him.
Clamp Down: Once per scene, a sky titan that deals
The sight of its crested head and enormous beak rising 3+ levels of damage with a decisive talon attack
above the tree line, or the fierce winds from the down- may pay one Willpower to immediately begin grap-
beat of its gigantic wings, is enough to turn squads of pling its victim without a gambit, reflexively making the
hardened soldiers back to seek another route. The sky opposed control roll. Add +1 to the base Initiative the
titan has snatching talons powerful enough to seize an creature resets to for every round of control it gains.
adult and fly away with him, and is covered from head Dominating Battlecry: The sky titan surveys the bat-
to toe in glittering, impenetrable scales. Only the boldest tlefield and trumpets its supremacy. When its Initiative is
heroes can tame a sky titan as a mount — for they must the highest among battle participants by 15 or more, it
survive battle with the beast — but those who succeed may spend 10 Initiative to regain one Willpower.
become masters of the air. Fearsome Display: Spreading its wings, the sky
titan terrifies all who behold it. Once per scene, roll
Essence: 1; Willpower: 6; Join Battle: 8 dice Intimidate once and apply it against the Resolve of
Health Levels: −0x2/−1x5/−2x5/−4x2/Incap. each character who can see it. Those whose Resolve it
Speed Bonus: +4 overcomes must flee in terror until they reach extreme
Actions: Feats of Strength: 10 dice (may attempt range from the titan, or pay one Willpower to resist.
Strength 5 feats); Fly: 5 dice (9 dice at vertical long Mundane animals and trivial mortals automatical-
range or higher); Intimidate: 12 dice; Senses: 9 dice ly flee without magical intervention, and can’t resist
(see Keen Nose); Tracking: 8 dice with Willpower. If the sky titan Incapacitates or kills a
Resolve 3, Guile 1 non-trivial opponent, this ability resets.
COMBAT Ground-Churning Strafe Attack: The sky titan
Attack (Beak): 9 dice (Damage 18, minimum 6; drags its massive talons across the battlefield as a
Piercing) combat action, clawing at the turf as it charges. The
upturned earth and deep gouges it leaves create a
swath of difficult terrain.

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Horizon-Sweeping Wingspan: Spend one Will- Legendary Size: The sky titan suffers no onslaught
power. With a mighty downbeat of its wings, the sky penalties from attacks from smaller opponents, unless
titan makes a single withering wing attack applied they’re magically inflicted. Withering attacks from
against all enemies within close range. This attack knocks smaller enemies cannot Crash it unless they have at
any enemies who take damage from it back one range least 10 post-soak damage dice, although attackers
band, and the titan may take a reflexive move action in still gain the full amount of Initiative damage dealt.
any direction, which doesn’t count as its move action for Decisive attacks from smaller enemies cannot deal
the turn. It gains full Initiative from the target who took the more than (3 + attacker’s Strength) levels of damage,
most damage, +1 for each other target who took any not counting levels added by Charms or other magic.
damage. For a second Willpower point, it may flurry the Master of the Sky: The sky titan suffers no penalties for
initial wing attack with a withering or decisive beak moving over difficult terrain while on the ground, but takes
attack. This ability may be used once per scene, but a −3 penalty to combat movement actions while flying at
resets whenever the sky titan’s wound penalty increases. low altitudes (vertical medium range from the ground or
Spine-Shattering Emperor’s Beak: Striking with lower). It gains +3 Evasion while soaring at vertical long
an apex predator’s skill and all the force its impres- range or higher, as long as it hasn’t taken any combat
sively elongated neck can provide, the sky titan may actions within the scene. It can fly continuously at 80 miles
make beak attacks at short range. If the target hasn’t an hour for up to 10 days without rest at high altitudes.
acted yet this turn or is in Initiative Crash, successful Overwhelming Might: Sky titans make unop-
decisive beak attacks made at short range reset the posed grapple control rolls against enemies of smaller
titan to 6 Initiative instead of 3, and successful with- size, unless the victims use magic allowing them to
ering piercing beak attacks made at short range grapple larger foes, such as Dragon Coil Technique
ignore up to 7 armor soak instead of 4. (Exalted, p. 280).
MERITS Thick Scales: The sky titan does not subtract wound
Keen Nose: Double 9s on scent-based Senses rolls. penalties from its Defense. In addition, attacks made
Sky titans use their tongues to aid in smelling. from short range or further reduce their minimum

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damage against the sky titan by one unless they an opponent and dropping him from an impressive
benefit from an Aim action. height is simultaneously an attempt to harm the enemy
Storyteller Tactics and a display of the titan’s dominance, but a foe’s allies
The sky titan dominates the battlefield from the ground, can take advantage of its poor flying skills at low alti-
keeping enemies at bay with Fearsome Display and tudes to rescue him before it climbs too high.
Horizon-Sweeping Wingspan, stymying their advance
with Ground-Churning Strafe, then picking them off one Fiercely territorial, a sky titan defends its domain against
by one with its beak, using its elongated neck to its ad- any who would challenge its sovereignty. Because of its
vantage. It’s a clumsy flier at low altitudes due to its bulk, extensive flight range, it considers its domain to extend
so it usually refrains from getting airborne unless it’s try- out to the horizon — and sometimes beyond. A sky titan
ing to disengage or withdraw — or it’s already won. only flees battle after taking damage to its fifth −2 health
level.
When a challenger does get within close range, the sky
titan lashes out with its sharp, deadly talons. Grappling A sky titan is a 3-dot Familiar.

Spider

No corner of Creation is bereft of spiders. Arachnids SPECIAL ABILITIES
scuttle along thick tree trunks in Eastern forests and
volcanoes’ slopes in the West; they’re camouflaged amid Envenomed Bite: The spider’s decisive bite attack
the dust of the South and crouched in chilly corners of exposes the victim to its poison (Exalted, p. 232) if it
saddlebags in the North. Even palatial Dynastic estates deals any damage. The poison deals no damage, but
know the presence of common house spiders. This ubiq- has a duration of 5 rounds, and a −2 penalty. While
uitous creature may appear as a friendly pet belonging the venom is in effect, the victim may not take any re-
to an affluent treasure hunter, a partner to a shifty-eyed flexive movement actions, and the penalty applies to
thief, or a dangerous threat lurking in the shadows, ready Defense also.
to prey on human flesh. Leaping Pounce: If a spider moves into close range
of an enemy of the same size or smaller and deals 5+
The special abilities and Merits below represent the damage to it with a withering attack on the same
spread of common ones found among many different turn, it may pay a point of Willpower to reflexively
species of spider, but most spiders only possess some of make a clinch attach against its prey.
them. The Storyteller is encouraged to mix and match Silk-Drifting Flight: The spider spins a small sail of
them to model different specific species, or even create silk and uses it to catch the wind, drifting along with
their own to make something truly unique. the breeze. This allows the spider to bypass difficult
terrain and avoid environmental hazards it could rea-
Essence: 1; Willpower: 4; Join Battle: 6 dice sonably fly over. A spider with the Tiny Creature Merit
Health Levels: −0/−1/−2/−4/Incap. can fly up to a mile per day this way, while a larger
Actions: Climb: 10 dice; Senses: 8 dice (see Sharp spider can fly up to 10 miles per day.
Sight); Stealth: 10 dice; Tracking: 7 dice Spider-Silk Snare: Whenever the spider makes
Resolve 1, Guile 3 a successful clinch against prey its size or smaller, it
COMBAT wraps them in thick, clinging silken webbing. The spider
Attack (Bite): 8 dice (Damage 6) may continue the grapple without needing to physically
Attack (Grapple): 8 dice (10 to control); cannot maintain it and may use threads of webbing to drag the
throw/slam grappled enemies victim. These sticky strands persist even after the spider
Combat Movement: 9 dice has ended the grapple, imposing a –2 dice penalty
Evasion 3, Parry 1 to all actions involving physical movement, such as
Soak/Hardness: 3/0 attacks and Movement actions, until the target spends
a combat action tearing the webbing away.
Tremendous Leap: The spider can jump one range
band in any direction as its movement action. Any roll
it makes for this jump is made reflexively.

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Web-Weaving Entanglement (Latent): Spiders Vibration Sense: Some spiders feel vibrations on
without Tiny Creature may use Spider-Silk Snare their web or through the ground. They do not require
against enemies of any size. light to perceive a target without penalty, and double
9s on Senses rolls whenever vibrations are present.
MERITS Storyteller Tactics
Spiders come in many varied sizes and shapes, with dif-
Ambush Hunter: Gain +3 on unexpected attacks. fering unique abilities. Most spiders begin with Tiny
Camouflage: The coloring of a spider’s exoskeleton Creature, Envenomed Bite, and one other Merit or spe-
allows it to blend in seamlessly with its surroundings. cial ability pertaining to its movement — most commonly
Depending on the variety of spider, it may perfectly Wall-Walker. Then, to customize the creature, add three to
match the color of desert sand, or the mottled pattern five more Merits and/or special abilities. Especially large
of leaves, or appear as some kind of innocuous object spiders lose Tiny Creature and gain –1x2/–2x2 health lev-
such as a twig. Choose the type of camouflage the els and +2 Soak. Tiny spiders flee battle after taking dam-
spider has and when it would double 9s on Stealth age to their first –1 health level, while larger ones persist
rolls. until they take damage to their first –2 health level.
Deadly Scale: Against enemies of the same size or
smaller, a spider’s bite attack increases to Damage The notorious giant spiders of the Eastern forests add
12, and it may grapple enemies of the same size or Camouflage, Deadly Scale, Leaping Pounce, Sharp Sight,
smaller. Spider-Silk Snare, and Web-Weaving Entanglement.
Sharp Sight: Double 9s on sight-based Senses rolls.
Tiny Creature: Gain +2 Evasion against foes larger Wave-skimming spiders of the West add Ambush
than a housecat. Characters of that size subtract two suc- Hunter, Sharp Sight, and Tremendous Leap. They also
cesses from Awareness rolls made to notice the spider. add Wall-Walker, but only to skim across the water’s
Wall-Walker: Spiders may make combat movement surface.
actions vertically as well as horizontally, and can stop
on an inverted surface as long as it can hold their weight.

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Spiders kept as familiars make excellent infiltrators, Most people pass by spiders without ever noticing. When
able to scuttle into locked and secret places without a small spider does make itself known, it’s usually to de-
any sign of entrance. Scavenger lords value spider fa- fend its web or territory. Small spiders prefer to strike
miliars for keeping harmful insects from eating and quickly, biting their target with a painful, distracting
damaging forgotten texts and relics, and also for the strike, and then fleeing. Large spiders ensnare attackers
spider’s ability to crawl over and inspect fragile objects in enormous webs, entangling all enemies before moving
without damaging them. in for the kill. Some species of large spiders drag webbed
victims into their lairs to feast on their flesh later.

Sthenurine

Sthenurines roam freely across the Southern grasslands. Essence: 1; Willpower: 4; Join Battle: 6 dice
These upright creatures have gray, brown, or red pelts Health Levels: −0/−1x2/−2x2/−4/Incap.
and travel primarily by walking or hopping. Their form Actions: Feats of Strength: 8 dice (may attempt
allows for powerful punches, kicks, and grapples — a Strength 5 feats); Leap: 10 dice; Senses: 6 dice;
fighting style copied by martial sages. Southeastern mes- Tracking: 7 dice
senger guilds use the sthenurine’s silhouette on their Resolve 3, Guile 1
heraldry to symbolize their tenacity and swiftness. In COMBAT
the South, the Yimidhirr Clan raises sthenurines for Attack (Kick): 8 dice (Damage 14), see Mighty Pu-
meat and hides, but also train the fittest of their stock to gilist
wade into the thick of battle, outfitting them with armor. Attack (Grapple): 8 dice (8 to control)
Sthenurines vary in height from three to eight feet tall.

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Combat Movement: 9 dice MERITS
Evasion 2, Parry 2 Marsupial Pouch: A female sthenurine can hide
Soak/Hardness: 5/0 anything the size of a housecat or smaller in her
SPECIAL ABILITIES pouch. The person, creature, or object can only be
Brutal Kick: Enemies smaller than a human adult targeted after a difficulty 3 gambit exposes enough
that take 5+ damage from the sthenurine’s withering of it to attack or otherwise affect. Trained sthenurines
kick attack are knocked back one range band and permit their masters to store things in their pouches.
fall prone. Brawler (Latent): A trained sthenurine can wear spe-
Trample: If the sthenurine reflexively pursues an cially crafted armor and use its Brutal Kick against at-
enemy after a successful rush and makes a kick attack tackers the size of a human adult.
against them on its next turn, a successful hit knocks In the Thick of It (Latent): Gain +1 Defense when
the enemy prone. Apply the Defense penalty from fighting multiple opponents.
being prone (Exalted, p. 202) retroactively when
calculating the attack’s threshold successes. Storyteller Tactics
Tremendous Leap: The sthenurine may take one
additional reflexive move action each turn by suc- Sthenurines are naturally shy and avoid conflict, espe-
ceeding on a difficulty 2 Leap roll. cially with humans. If forced or commanded to fight,
Mighty Pugilist (Latent): A sthenurine trained to they lash out until they drive their foes away or until
fight hand-to-hand adds +1 die to its kick attack and they take damage to their first −2 health level, whichev-
+2 to withering or decisive damage rolls against a er happens first. Sthenurines trained as brawlers remain
single opponent. in the fight until Incapacitated. A sthenurine is a 2-dot
Familiar.

Strix

Giant forest owls with 15-foot wingspans, strix hunt by SPECIAL ABILITIES
diving down from the skies and carrying their prey aloft Carried Away: When a strix deals 5+ levels of
with them — prey ranging from deer, to wolves, to iso- damage with a withering talon attack, it may forgo
lated travelers. Mottled dark-brown feathers that make receiving any Initiative and instead perform a reflex-
no sound in flight and large, round eyes that see clearly ive grapple gambit against that enemy. Each point of
in the dark make them deadly nocturnal ambush pred- Initiative it would have gained adds one bonus die to
ators, while their wicked claws have more than enough the control roll if the grapple is successful.
strength to seize and savage prey. Dread Clutches: When the strix savages a grappled
enemy, it may also drag him along with any move-
Essence: 1; Willpower: 5; Join Battle: 7 dice ment actions it takes, without restraining him first. The
Health Levels: −0/−1x3/−2x3/−4/Incap. strix may move normally during a grapple as long as
Actions: Feats of Strength: 6 dice (may attempt it’s in flight.
Strength 3 feats); Fly: 8 dice; Intimidate: 5 dice; Swooping Descent: A strix flying downward from
Senses: 5 dice (see Eagle Eye and Night Vision); at least short range vertically to make a decisive un-
Stealth: 7 dice; Tracking: 6 dice expected attack adds two automatic successes to the
Resolve 2, Guile 2 attack roll. A strix soaring high in the sky is beyond
COMBAT sensory range without superhuman senses, ensuring
Attack (Peck): 7 dice (Damage 15) an ambush on first strike and allowing the strix to
Attack (Talons): 11 dice (Damage 11) attempt re-establishing stealth in combat or withdraw-
Attack (Grapple): 8 dice (7 to control) ing from the battlefield by simply flying higher than its
Combat Movement: 8 dice enemies can see.
Evasion 5, Parry 3 MERITS
Soak/Hardness: 3/0 EagleEye:Astrixgainsfivebonusdiceonvision-based
Senses rolls while it has the height advantage, and
can make out fine details of far-off targets this way. It

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automat- i-
cally suc-
ceeds on rolls
to track someone
while airborne unless
they employ perfect con-
cealment magic.
Eagle Wing Rush: A strix
may rush enemies from long range
above them, as long as the horizon-
tal distance between them is still at short
range.
Night Vision: A strix can see in dim con-
ditions without penalty, and reduces the dif-
ficulty of vision-based Senses rolls in deeper
darkness by one.

Storyteller Tactics

A strix prefers fly-by grapple gambits,
snatching up prey and carrying it off to
its nest or another high perch to pick apart
at its leisure. It cannot throw or slam grappled
enemies, but may release them from a great height
to cause falling damage as normal. It attempts to flee
upon suffering damage in its first −2 health level, carry-
ing away anything caught in its talons.

Tongma Monkey

Glancing up at a ship hailing from Tongma Island, a dice; Mimic: 8 dice; Senses: 5 dice (see Keen Nose);
gateway port just off the western coast of the Blessed Stealth: 4 dice; Tracking: 5 dice
Isle, keen observers might spot a nimble little monkey Resolve 1, Guile 1
climbing the rigging. Realm sailors brought these com- COMBAT
ical-faced creatures, with their big eyes and ears and Attack (Bite): 5 dice (Damage 7)
long, curly tails, to the Isle from the West. The animals Attack (Grapple): 6 dice (6 to control)
have adapted well to the cooler climate and life on the Combat Movement: 8 dice
seas. Many sailors treat their monkeys as pets, but they Evasion 4, Parry 2
also train them to be useful aboard ships, sending them Soak/Hardness: 2/0
into the rigging as lookouts or bringing messages below- SPECIAL ABILITIES
decks from the officers. Borrowed Voice: By listening to a conversation for
at least 15 minutes, the monkey can perfectly imitate
Tongma monkeys mimic human laughter with eerie ac- its target’s laughter and other non-verbal utterances.
curacy, and employ a wide range of vocalizations, ges- As a latent ability, the monkey’s trainer can teach it a
tures, and scent markers for communication. Dynasts short phrase (no more than five words) to repeat in the
use them to deliver secret messages to their allies and target’s voice, using its Mimic pool when necessary.
co-conspirators, teaching trained monkeys a specific The monkey can only remember two voices at a time.
pattern only the intended recipient can decode. If it learns a new one, it forgets the oldest.
Coded Message (Latent): The monkey learns a
Essence: 1; Willpower: 3; Join Battle: 5 dice specific pattern of sounds, words, and gesticulations,
Health Levels: −0/−1x2/−2x3/−4/Incap.
Actions: Acrobatics/Climb: 7 dice; Communicate: 6

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which it repeats for anyone who displays the correct normally funny face grows terrifying as it bares an im-
hand gesture or vocalization. pressive row of sharp teeth. It attempts to flee when suf-
MERITS fers damage to its last –1 health level.
Agile Climber: Double 8s on rolls to climb vertically.
Keen Nose: Double 9s on scent-based Senses rolls. A monkey scampers onto its master’s foes to perform
clinches and other gambits as a distraction, although its
Storyteller Tactics grapple doesn’t prevent the enemy from taking move-
ment actions. Tongma monkeys can only perform the
Peaceful and playful by nature, Tongma monkeys avoid savage or release action from a grapple.
fighting as best they can, preferring to scamper up
and away from threats. When cornered, the monkey’s A Tongma monkey is a 1-dot Familiar.

Urcheon

Native to secluded burrows in Northeastern forests and Essence: 1; Willpower: 4; Join Battle: 2 dice
Threshold lowlands, urcheons are small, squat rodents Health Levels: −0x2/−1/−2/−4x2/Incap.
covered in an array of spikes. Despite their bristly ex- Actions: Senses: 6 dice (see Keen Nose); Stealth: 6
terior, it’s mostly for defense; urcheons are quite social dice; Threaten: 6 dice; Tracking: 6 dice
with humans and other forest creatures. If threatened, Resolve 2, Guile 2
an urcheon curls into a defensive ball and fires its spikes. COMBAT
Their companionable attitude has led to a trend among Attack (Spines): 8 dice (Damage 5); Tags: Ranged
Nexus’ wealthy merchants of keeping them as pets and (Short)
walking them on leashes.

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Combat Movement: 6 dice Warding Needles Defense: An urcheon’s sharp
Evasion 2, Parry 2 spines deter would-be attackers. Whenever it takes the
Soak/Hardness: 5/2 full defense action, it gains +2 spine attack damage,
SPECIAL ABILITIES +2 soak and Hardness, and +3 Parry instead of +2.
Vengeful Spikes Counter: Whenever the urcheon Storyteller Tactics
takes decisive damage, it may spend a point of Will- Domesticated and handled from birth, urcheons make
power to respond with a reflexive decisive counter- companionable pets. As a 1-dot Familiar, an urcheon is
attack at close or short range, which doesn’t count as a devoted companion, ferociously defending its master.
its combat action. This can’t be used in response to Wild urcheons only attack when they feel threatened
other counterattacks. and flee after taking damage to their –1 health level.
Tenacious Friendly Guardian (Latent): Urcheons
trained as pets aggressively defend their masters. If In the Northeast, people gather expended urcheon spines
its master is attacked while the urcheon is up to short for use as blow darts and quills for writing. Agricultural
range away, it may spend 1 Willpower to reflexively clans in the Threshold use dried and hardened urcheon
move to their side and take a defend other action. quills in ritual piercings, given to young adults as a rite of
MERITS maturity following a series of trials that test the youth’s
Keen Nose: Double 9s on scent-based Senses rolls. tenacity and patience. Several noble households among
Scent-Swabbing Distraction: Marking its territory the Hundred Kingdoms utilize the urcheon in their her-
with scent glands, an urcheon doubles 9s on Stealth aldry and squabble over who adopted it first. Alchemists
rolls to conceal its passage and may attempt distract produce medicinal tinctures from powdered urcheon
gambits (Exalted, p. 200). bones and quills.

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