Exalted Nobilis

The higher reaches of Exalted power represent a variety of mechanical issues for the basic Exalted system. It breaks down under the weight of numbers and thousands and thousands of dice. Nobilis can handle this in a graceful manner that doesn't involve losing eyes to the pointy ends of d10s.

Aspect

Aspect would stay largely the same; it's the part of the character that kicks ass, seduces princesses, and concocts brilliant plans all rolled into one. I don't think I need to spend much time here.

Anima

Anima represents the inborn divine nature of your character's Exaltation. This is different for every kind of Exalt, and essentially grants them an Estate, complete with properties that each player will assign for their character (so even if you have two of the same Exalt type in your troupe, they can still be wildly different!). A short and tentative list of Anima types follows.

  • Solars - Glory
  • Lunars - Fluidity
  • Sidereals - Destiny
  • Abyssals - Entropy
  • Dragon-Blooded - Unity
  • Infernals - Corruption
  • Devil-Tigers - Transcendence
  • Alchemicals - Artifice
Anima Difficulty
0 Sense things that resonate with the divine nature of your exaltation (including past life memories); basic magical senses
1 Minor Miracle, on the scale of Thaumaturgy, either a blessing or a curse
2 Terrestrial Self-Reinforcement
3 Imbue yourself with the divine nature of your Exaltation; Reinforcement of others in line with your divine nature
4 Imbue others with the divine nature of your Exaltation
5 Assume the divine qualities of things that resonate with your divine nature nature; Sapphire Reinforcement
6 Alter the relationship of others to the divine nature of your Exaltation; Adamant Miracle to imbue self
7 Adamant Miracle to imbue others
8 Adamant Miracle to assume divine qualities
9 Adamant Miracle to alter the resonance of things; Adamant Reinforcement

Caste

Caste represents the human expression or reflection of the divine power rather than its inherent nature. A Dawn, Zenith, Twilight, Night, and Eclipse are all Glorious, sure, but in very different ways; a Dawn may be a fearsome brawler or a brilliant general, and these Dawns will approach their Caste very differently, reflecting divine power in unique ways. Like Anima, Caste has player-assigned properties, so no two Dawns will be identical (I mean, unless your Twilight's been up to something…). Otherwise, it functions much like Anima, with two exceptions. Dragon-Blooded have an elementally Aspected nature, and each Aspect can control the physical manifestation of their resonant element. Alchemicals are magical constructs with perfect control of their own bodies, and as such can reconstruct themselves as necessary, in line with certain principles handed down by the Great Maker (which is to say, the player).

Caste Difficulty
0 Sense things that resonate with the divine reflection of your Caste; basic magical senses
1 Minor Miracle, on the scale of Thaumaturgy, either a blessing or a curse
2 Terrestrial Self-Reinforcement
3 Imbue yourself with the divine reflection of your Caste; Reinforcement of others in line with your divine reflection
4 Imbue others with the divine reflection of your Caste
5 Assume the divine qualities of things that resonate with your Caste; Sapphire Reinforcement
6 Alter the relationship of others to the divine reflection of your caste; Adamant Miracle to imbue self
7 Adamant Miracle to imbue others
8 Adamant Miracle to assume divine qualities
9 Adamant Miracle to alter the resonance of things; Adamant Reinforcement

Panoply

Panoply is your magical doodad collection, and it basically works just like Treasure. Naturally, it also includes your stable of pet NPCs. For the purposes of Exalted, a mundane anchor is a normal version of something, let's say a sword. A wondrous version of that thing would be something forged by a god or one of the Exalted, a thing of great magical power; say, a daiklave. A miraculous anchor is something truly legendary and probably more than a little dangerous, something so amazing that just your claim to it is a story in and of itself; say, a blade black as midnight, forged from the heart of a dead sun and quenched in the blood of the demon emperor Shabranigdo, Lord of Nightmares, summoned forth from the end of the time itself for the sole purpose of dying to give birth to the perfect sword.

A word regarding miracles!

Nobilis is fond of the word miracle, and it's pretty catchy, so I'm sticking with it! It recognizes, of course, that some miracles are bigger than others; thankfully, this fits Exalted extremely well. The first tier of miracles we can simply call the Emerald Circle; the second, grander tier, we may refer to as Sapphire; and the truly epic tier of unequalled miracles we can name the Adamant Circle.

But this doesn't mean we're tiering power! Under this system, a Dragon-Blood is as powerful as a Solar (presumably, they've been alive for a long time to have refined their essence to this degree, and barring shenanigans (I'm looking at you, Scarlet) they probably won't be around nearly as long as the Solar will!), and said Dragon-Blood can, given the appropriate qualifications, unleash an Adamant Miracle just as easily as the Solar could (again, given the appropriate qualifications).

Elemental Aspect

Dragon-Blooded are weird! They don't behave the way you'd expect them to! Instead of Castes, Dragon-Blooded have Elemental Aspects, working magic on the substance of the element they're infused with. Air Aspects control the currents of the air, as well as lightning; Earth Aspects control stone, dirt, sand, and clay; Fire Aspects control, well, fire, as well as heat; Water Aspects control water, from the waves of the sea to steam to ice; and Wood Aspects control the breath of life, especially in plant life but even, at the higher levels of power and skill, humans.

It should be noted that Dragon-Blooded have a much shorter lifespan than any of the Exalted, and as such it is rare for them to reach the higher expressions of their power, but it has happened a rare few times…

Elemental Aspect Difficulty
0 Sense your element
1 Minor Miracle of control of your element
2 Terrestrial Elemental Self-Reinforcement; Terrestrial Circle Knowledge of Element
3 Strengthen expressions of your element
4 Summon, create, or animate your element
5 Destroy or Banish your element; Sappire Circle Knowledge of Element; Sapphire Reinforcement
6 Add effects or qualities; complex control; Adamant Miracles for protection and strengthening your element
7 Adamant Miracle to summon, create, or animate your element
8 Adamant Miracle to destroy or banish your element
9 Adamant Miracle of complex control; Adamant Reinforcement

Actions and Difficulties

Difficulty 0 Miracles of Anima and Caste represent the absolute minimum of divine quality, the sort of thing one of the Chosen can do almost without thinking about it. This includes sensing things that resonate with their qualities, as well as providing basic magical senses (Anima provides essence sight, while Caste allows the Chosen to magically apprehend the nature of connections between people as is relevant to their Caste). A Difficulty 1 Miracle represents the upper bounds of Thaumaturgy, the heights to which the mortal nudging of ritual can reach; for the Exalted, this is a trivial effort. Either way, it generates a weak blessing or curse that does not have a permanent effect on someone, but can make life awesome (or miserable!) for a little while. Difficulty 2 Miracles are Miracles of Terrestrial Self-Reinforcement; the Chosen toughens up their mortal frame (as well as their mind and soul!) by drawing on the divine qualities and reflections of their Anima or Caste.

Difficulty 3 Miracles allow the Chosen to reinforce others in the same way, and also to imbue themselves with full expressions of the divine nature of their Anima or the divine reflection of their Caste. A *Difficulty 4** Miracle lets the Chosen imbue others in the same way. Difficulty 5 begins the transition from Terrestrial Circle Miracles to Sapphire Circle Miracles, and is the realm of Sapphire Reinforcement; it also allows you to assume, temporarily, qualities that resonate with your Anima or Caste, expanding your capabilities for a short time. At *Difficulty 6, the Chosen can alter the relationship of others to the nature of their Anima or Caste, changing how they see it or interact with it, or causing them to associate it with things they might not otherwise; it is also the realm of Adamant Imbuement, epic miracles to take on the divine nature of your Anima or the divine reflection of your Caste. Difficulty 7 Adamant Miracles let you do that to others.

Difficulty 8 Adamant Miracles let you take on truly epic qualities that resonate with your divine nature, things that are so big and all-encompassing that the mortal mind almost cracks under the weight of them. Finally, *Difficulty 9** Adamant Miracles allow you to create resonance in line with your Anima, gifting it to other things or even actions, summoning the purest expression of your divine nature into the world - this is the realm of miracles that can do almost anything. It is also the realm of Adamant Reinforcement, a divine mantle tougher than anything in Heaven or Earth, the Aegis of the Gods.

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