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# Guardians, Chosen of Yibi ## Nexus of Fantasy
\pagebreak
Chosen of Yibi
## Credits
Written By:
NexusFlamehart
Developed By:
NexusFlamehart
Edited By:
No Editors, We Die Like Fools!
Cover Art By:
[Zoe Thong](https://www.artstation.com/zoethongtheartist)
\columnbreak ## Special Thanks Crumplepunch
© 2018 White Wolf Entertainment AB. All rights reserved. Vampire: The Masquerade®, World of Darkness®, Storytelling System™, and Storytellers Vault™ are trademarks and/or registered trademarks of White Wolf Entertainment AB. All rights reserved. For additional information on White Wolf and the World of Darkness, please, visit: www.white-wolf.com, www.worldofdarkness.com and www.storytellersvault.com. \pagebreakNum
Chosen of Yibi
## Introduction ### First epigraph XX #### Second epigraph XX ##### Third epigraph XX \columnbreak
## Chapter One: Character Creation ### First epigraph XX #### Second epigraph XX ##### Third epigraph XX \columnbreak
## Chapter Two: Charms ### First epigraph XX #### Second epigraph XX ##### Third epigraph XX \pagebreakNum
Introductory legend to the chapter.
\pagebreakNum
## Guardians Among the myriad shrines and temples that dot the surface of creation and Yu-Shan, there are few of note who do not employ the services of a Divine Protector. Among the humblest within the ranks of Gods, Lions-Dogs are fiercely devout and powerful guardians usually assigned by Yu-Shan to protect Divine Interests.
## Chosen of Lion-Dogs As a lion dog, Yibi is among the humblest gods, a minor guardian appointed by Heaven to defend the Sweetgrass Temple. Far in the south, the temple-manse nourishes soil and cleanses water, making it possible for the nearby cities of the Ytembe Confederation to survive. Throughout the centuries of her stewardship, she’s fended off rogue spirits, mortal warlords, scavenger princes, and other threats to the manse. Creating an Exigent would almost surely destroy her, but she may still do so in the face of a threat too powerful for her to defeat.
## Unyielding Loyalty, Unto the Last xx
\pagebreakNum
# Character Creation
Guardians use the character creation rules for Attribute-based Exigents designed for Terrestrial play.
### Step 1: Concept Guardians are the Chosen of Yibi of the Sweetgrass Temple. They are chosen from those with hearts full of Conviction and veneration to the gods willing to risk everything to protect the things important to them. Even though the act of Exalting a mortal is lethal to gods as minor as Lion-Dogs they do so without fear or hesitation if they believe doing so is the best way to protect their charge. Think about your character’s origin, personality, skills, and the heroic archetypes that inspire them. Character creation begins with a discussion with your Storyteller (and perhaps fellow players) about what sort of character you want to play and the kind of game you’ll be playing.
### Step 2: Attributes Guardians are one of a kind and as such have no castes. All Guardians find a natural affinity to the **Strength**, **Stamina**, and **Perception** Attributes which will hereby be noted as their *Guardian Attributes*. On top of their three *Guardian Attributes*, Guardians choose a single *Favored Attribute*.
Each Attribute (Exalted, p. 148) begins with one free dot. Next, of the categories of Attributes — Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Perception, Intelligence, Wits) — choose one as primary, another as secondary, and the third as tertiary. Distribute *Eight dots* between your primary Attributes, *Six dots* between your secondary Attributes, and *Four dots* between your tertiary Attributes. Attributes can’t be raised higher than five. \columnbreak ### Step Three: Abilities Divide 28 dots among your Abilities (Exalted, p. 149). Each starts at zero and can’t be raised above three without spending bonus points. Abilities can’t be raised above five.
In addition, all Guardians are considered to have _Integrity_ as their sole *Guardian Ability*. Guardians do not choose any Favored Abilities.
Assign four specialties (Exalted, p. 123) among your Abilities. You must have at least one dot in an Ability to take a specialty in it. ### Step Four: Merits Choose 10 dots of Merits (Exalted, p. 157). ### Step Five: Charms Choose twelve Charms (p. XX). Most Guardian Charms require a minimum rating in their associated Attribute — if you don’t qualify, you’ll need to raise that Attribute’s rating with bonus points.
Similar to Dragon-Blooded, Guardians have Codified Excellency charms. In addition to the twelve charms Guardians choose at Character Creation, they must also choose an additional three Charms with the Excellency keyword.
You may choose Martial Arts Charms or Evocations in place of Lunar Charms. If you choose Terrestrial Circle Sorcery as a starting Charm, you may also learn spells in place of Charms. \pagebreakNum ### Step Six: Intimacies Choose Intimacies (Exalted, p. 170) to represent your character’s beliefs and relationships. Intimacies can represent motivations, beliefs, worldview, friends and enemies, moral code, personal idiosyncrasies, or other important parts of her life. Many Guardians have Ties toward their patron and Principles related to what they’ve been doing since being Chosen or the crisis they were Chosen because of.
There’s no maximum on how many Intimacies you may choose. Starting characters must have at least four Intimacies. At least one must be Defining, and one must be Major. Likewise, at least one must be positive, and one must be negative.
### Step Six (Extra) The Great Curse No Exalt is without the Great Curse. The Great Curse of Guardians manifests through a ten-point Limit Track, entering a Limit Break at 10. Guardians gains Limit under the following circumstances: - Once per scene, when she acts against a Major Intimacy, she rolls one die, gaining Limit equal to the successes (unless she’s already rolled for acting against a Defining Intimacy). Voluntarily weakening an Intimacy or spending Willpower to resist influence it supports counts as acting against it. - Once per scene, when she acts against a Defining Intimacy, she rolls two dice, gaining Limit equal to the successes (or one die, if she’s already rolled for acting against a Major Intimacy). - When the Guardian tells a lie, deliberately deceives someone, or breaks a sworn oath, she rolls three dice, gaining Limit equal to her successes.
Guardians lose one Limit for accomplishing a legendary social goal (Core, p. 134). Her Limit resets at a Limit Break’s end.
When a Guardian reaches Limit 10, she suffers one of the following Virtue Flaws: \columnbreak #### Rebellious Abandonment The Guardian embarks on a defiant journey against the tide, spurred on by an unshakeable determination to disrupt the status quo. She launches an audacious attempt to awaken the slumbering spirit of rebellion within an oppressed population, a task so monumental that failure seems the only logical outcome. Whether it's inspiring a pacifist city to rise against their overbearing rulers or single-handedly infiltrating a despotic fortress to free prisoners, she commits to her cause till she's forced to face its impossibility. **Duration**: Scene. "The Guardian's" player chooses a mission so grand and rebellious in nature that its success seems improbable due to overwhelming odds or self-imposed restrictions that amplify the challenge. Rebellious Abandonment can be terminated prematurely only when the Guardian is confronted with undeniable proof that her actions are stoking the flames of an even greater conflict than the one she's trying to quell. #### Zealous Devotion Imbued with an unquenchable fervor, "The Guardian" grows weary of needless hurdles hindering her divine mission and chooses the most unerring path to achieve her objectives. She tramples over meticulously crafted strategies, disregards social decorum, and breaches laws to realize her holy purpose, heedless of the tumult that might ensue. Her determination outweighs any reluctance to resort to force, even in situations where a peaceful resolution is plausible, and she acts without any concern for the consequences of her actions beyond her immediate goal. **Duration**: Session. Zealous Devotion can be terminated prematurely if the Guardian would otherwise directly inflict harm upon someone to whom she has a Major or Defining positive Tie, or if she’s obliged to recognize that her actions would result in such harm in the near future. \pagebreakNum #### Despondent Duty The Guardian, weary yet steadfast, faces her tasks with a grim resolution, burdened by the heavy chains of responsibility. She is tasked with a labor of such crushing weight that the only possible conclusion is her capitulation under its strain. She strives to carry out a duty that challenges her very limits of endurance, such as standing guard alone against a horde of oncoming foes or upholding an unpopular and deeply challenging decree. She persists in her duty until she is compelled to admit defeat. **Duration**: Scene. The Guardian’s player elects a task that she cannot succeed at, either because it’s outright impossible or because she imposes arbitrary restrictions of time and ability on herself sufficient to make it so. Despondent Duty can be ended early only if "The Guardian" is faced with evidence that her actions are only deepening the crisis she is trying to solve. ### Step Seven: Bonus Points You have 15 bonus points that can be spent any time during character creation to raise your character’s traits. It’s most cost-effective to spend bonus points on Guardian and Favored Attributes or raise Abilities above 3. Using them to buy Charms, Evocations, or spells is the least efficient option. ### Step Eight: Finishing Touches Your character begins at Essence 1. Guardians have (11 + Essence) personal motes and (23 + [Essence x4]) peripheral motes, totaling 12 personal motes and 27 peripheral motes at Essence 1. Your character begins with five Willpower, which can be raised with bonus points. Your character begins with seven health levels: a −0 level, two −1 levels, two −2 levels, a −4 level, and an Incapacitated level. You may gain additional health levels with Ox-Body Technique (p. XX). \columnbreak ### Bonus Points | Trait | Cost | |:---:|:---:| | Caste/Favored Attribute | 3 per Dot | | Caste/Favored Attribute | 4 per Dot | | Ability | 2 per Dot | | Guardian Ability | 1 per Dot | | Specialty | 1 | | Merits | 1 per Dot | | Caste/Favored Charm | 4 | | Non-Caste/Favored Charm | 5 | | Spell (If Intelligence Favored) | 4 | | Spell (If Intelligence Non-Favored) | 5 | | Evocation | 4 | | Willpower | 2 per Dot | #### Longevity and Death All gods are ageless (or at least do not die from age), but lion-dogs, due to their nature and duties, have a strong association with agelessness and timelessness. For this reason, Guardians are suspected to have a lifespan of several centuries, matching or surpassing Dragon-Blooded but falling short of the aeons-long Celestial lifespans. As they reach the end of their natural lifespan their bodies will slowly transform into jade as her mutations progress, eventually leaving her a jade guardian statue on death. \pagebreakNum #### Traits Guardians largely use the same traits detailed in Exalted — Attributes, Abilities, Essence, Willpower, and the like. In some cases, they have Charms that are parallel to the abilities of other Exalted such as the Shapeshifting of Lunars being mirrored in the Guardian's ability to take on Mutations that emulate the resilience of Jade and the shape of their perished patrons or their limited control over Elemental Wood and Water reflecting the Puissant Elemental Mastery native to Dragon-Blooded.
#### Martial Arts Guardians are restricted by the Terrestrial keyword (Exalted, p. 427) when using Martial Arts. #### Sorcery Guardians are capable of initiating into the Terrestrial Circle of sorcery. Their Intelligence Attribute determines whether they receive the Favored Attribute discount on spells. #### Evocations Guardians are considered Resonant with Green and White Jade, Neutral with Starmetal, and Dissonant with all other Magical Materials
## Anima
### Anima Banner
### Aspect Markings
### Anima Effects - For five motes, the Guardian adds one non-Charm die on movement rolls and feats of strength and gains (higher of Essence or 3) natural soak until her next turn. This is free at bonfire anima. - For three motes, she ignores [Essence] points of penalty from wounds, poison, or crippling for a single tick. - Once per day, when she takes a non-extended action to uphold a tie of Loyalty or a principle based on a code of honor or duty, she adds (Intimacy) non-Charm bonus dice to the roll. \pagebreakNum
# Character Creation Summary
## Step 1:Concept - Consult with the Storyteller and other players, and come up with a character concept. - Take Note of your Anima Powers ## Step 2: Attributes - Mark Guardian Attribute (Strength, Stamina, Perception) - Select Favored Attribute, which can't be the same as the Guardian Attribute - Place One Dot in Each Attribute - Divide 8 dots among primary Attributes, 6 dots among secondary Attributes, and 4 dots among tertiary Attributes. ## Step 3: Abilities - Divide 28 dots among all Abilities. None may be raised above 3 without spending bonus points. - Assign four specialties. ## Step 4: Merits - Select 10 dots of Merits. ## Step 5: Charms - Select 12 Charms and three additional Excellencies. ## Step 6: Intimacies - Choose at least four Intimacies, including at least one Defining Intimacy, one Major Intimacy, one positive Intimacy, and one negative Intimacy. - Choose Your Limit Trigger ## Step 7: Bonus Points - Spend 15 bonus points. \columnbreak ## Step 8: Finishing Touches - Record Essence rating (1), Personal Essence (11 + Essence), Peripheral Essence (23 + [Essence x 4]), Health Levels (−0/1x2/−2x2/−4/ Incapacitated) and Willpower (5). ### Bonus Points | Trait | Cost | |:---:|:---:| | Caste/Favored Attribute | 3 per Dot | | Caste/Favored Attribute | 4 per Dot | | Ability | 2 per Dot | | Guardian Ability | 1 per Dot | | Specialty | 1 | | Merits | 1 per Dot | | Caste/Favored Charm | 4 | | Non-Caste/Favored Charm | 5 | | Spell (If Intelligence Favored) | 4 | | Spell (If Intelligence Non-Favored) | 5 | | Evocation | 4 | | Willpower | 2 per Dot | \pagebreakNum # Character Advancement
Guardians receive five experience points per session, which can be spent immediately or saved for later.
### Guardian Advancement | Trait | Experience Cost | |:---:|:---:| | Attribute Increase | current rating x4 | | Favored Attribute Increase | current rating x3 | | Ability Increase | current rating x3 | | Favored Ability Increase | (current rating x2)-1 | | New Ability | 3 | | Specialty | 3 | | Purchased Merit | 3 per Dot | | Willpower | 8 | | Charm | 10 (8 if Favored) | | Martial Arts Charm | 10 (8 if Favored) | | Spell | (10 if Occult or Intelligence is Favored) | | Evocation | 10 | \columnbreak
### Guardian Essence Advancement | Essence 1 | Guardians Start Here by Default | |---|---| | Essence 2 | 50 XP | | Essence 3 | 125 XP | | Essence 4 | 300 XP | | Essence 5 | 375 XP | | Essence 6 | Only Available at Storyteller's Discretion | If using the optional character creation for experienced Exigents, reduce each experience point threshold by 50.
\pagebreakNum
### Guardian Experience In addition to experience awarded at a session’s end, Exigents have the opportunity to earn Guardian experience, which can be spent to gain any trait (or on any other experience point cost, such as sorcerous workings) except Guardian Charms. Typically, players can earn one Expression Bonus and one Role Bonus per session, each of which grants two Guardian experience, for a maximum of four Guardian experience per session.
## Expression Bonus Characters can gain 2 points of Guardian Experience by fulfilling *one* of the following criteria per session: - Expressing, supporting, or engaging a Major or Defining Intimacy such that it reveals something about the character, develops her personality, or provides a character moment that everyone at the table enjoys. - Facing significant challenges, danger, or harm in the course of protecting or upholding a Major or Defining Intimacy. - Being significantly impeded, endangered, or harmed by a Flaw (Exalted, p. 167) \columnbreak
## Role Bonus Characters can gain 2 points of Guardian Experience by fulfilling *one* of the following criteria per session: - Protecting a member of her community or someone she has a positive Major or Defining Tie to from significant harm. - Winning a noteworthy victory over an enemy of the community (p. XX), whether in combat, politics, business, or the like. - Solving a complicated problem with a simple solution. \pagebreakNum # Charms The obstinate incorruptible persistence of Guardians are expressed by their Charms. Each Guardian Charm is an expression of that resolute fastidiousness channeled through their essence to bolster their actions. Like Solar Charms (Exalted, pp. 250-251), Guardian Charms aren’t codified techniques or known entities within the setting of the game. ## Excellencies Unlike the Solar Exalted, Guardians don’t have generic Excellencies. Instead, each Attribute has its own Excellency Charm. At character creation, a Guardian gains three Excellencies from any of her Guardian or Favored Attributes for free; the rest must be purchased normally. A Guardian cannot add more than (Ability + Specialty) dice to a roll. Automatic successes count as two dice each towards this limit. Static values such as Evasion or Resolve can be raised by half this amount, rounded up. **The only exceptions are rarer “non-Charm” dice or successes, which don’t count towards the limit at all.** Furthermore, the Strength and Stamina Excellencies have additional uses. The Strength Excellency can add dice to a Strength-based withering damage roll before soak, while the Stamina Excellency can raise soak. This costs one mote per damage die or point of soak, maximum (Attribute/2, rounded down). While damage rolls and soak can’t be stunted, players can still raise the dice caps for these with a suitable description per the usual stunt rules, although this doesn’t add any other benefits of stunting. These limits only applies to Excellencies, not to other magic that adds damage or soak. Players must declare these Excellencies before rolling. \columnbreak ## Restrictions Guardian Charms can generally only enhance actions or static values based on their associated Attribute, unless otherwise indicated. When a Simple or Reflexive Lunar Charm creates an action, it must usually be rolled using that Charm’s Attribute. A Charisma Charm that enhances persuade rolls can’t benefit Manipulation- or Appearance-based persuade rolls, unless it says otherwise. Some exceptions exist. If a Charm enhances or creates an action or static value that’s normally not rolled with that Charm’s Attribute — e.g., Strength Charms that enhance the damage of a Dexterity-based attack roll or create a clash — it can be used with the Attribute normally associated with that action or value. Additionally, some Charms allow the Lunar to substitute one Attribute for another for certain actions. They can enhance such actions with Charms of both Attributes. Guardians are limited in their ability to combine Martial Arts Charms with their native Charms. When a Guardian makes a Martial Arts attack, she can enhance it with Guardian Charms or Martial Arts Charms, but not both. Guardian Excellencies are exempt and can be used freely with Martial Arts Charm. This restriction doesn’t apply to Charms that are already active and provide an ongoing benefit, nor does it apply to any action other than attacking. #### New Keywords **Ward:** Ward Charms allow the Guardian to share their abilities and enhancements with a chosen individual, empowering them. Only those the Guardian has an Intimacy related to protecting may be designated 'Wards'. \pagebreakNum
## Universal *Universal Charms count as Favored for all Guardians.*
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description \columnbreak
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description \pagebreakNum
## Appearance
#### Excellency
##### **Valiant Jade Pelage** **Cost**: 2m; Mins: Appearance 1, Essence 1 **Type**: Supplemental **Keywords**: Excellency **Duration**: Instant Prerequisite Charms: None *Grand before the Grand, Humble before the Humble, the Guardian is known to all by their word and deed.* She may add automatic successes to an Appearance roll for two motes each. When making an Appearance-based social influence roll that benefits from a Full Excellency, she doubles 9s on the roll.
#### Influence
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description \pagebreakNum
#### Subterfuge
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description \pagebreakNum
#### Warfare
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Appearance 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description \pagebreakNum
## Charisma
#### Excellency
##### **Sanctum-Raising Roar** **Cost**: 2m; **Mins**: Charisma 2, Essence 1 **Type**: Reflexive **Keywords**: Excellency, Mute **Duration**: Instant **Prerequisite Charms**: None *The Guardian voice touches the hearts and minds of the masses, drawing them in like supplicants to the altar.* She may add automatic successes to an Charisma roll for two motes each. Her influence rolls with any Attribute ignore multiple target penalties.
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Dexterity
#### Excellency
**Relentless Hound Attitude** Cost: 1m; Mins: Dexterity 2, Essence 1 Type: Reflexive Keywords: None Duration: Instant Prerequisite Charms: None *The Guardian's Fangs are sharp and unrelenting.* [Discount on repeated attacks.]
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Intelligence
#### Excellency
**Loyal Heart's Understanding** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None *The Guardian is one with the world, intuitively recognizing patterns within Creation's Essence.* [Double 9s on introduce fact on max excellency.]
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Manipulation
#### Excellency
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Perception
#### Excellency
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Stamina
#### Excellency
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
##### Defense ***Jadebound Hide*** Cost: —; Mins: Stamina 2, Essence 1 Type: Reflexive Keywords: Withering-Only Duration: Instant Prerequisite Charms: None *Be it steel or spell, none shall overcome the Guardian's Jade-infused flesh.* The Guardian doubles her stamina to determine her natural soak against a single **withering** attack.
**Charm Name** Cost: —; Mins: Stamina 2, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Stamina 2, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
**Charm Name** Cost: —; Mins: Stamina 2, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Strength
#### Excellency
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum
## Wits
#### Excellency
**Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
#### Category **Charm Name** Cost: —; Mins: Attribute 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None Description
\pagebreakNum \pagebreakNum