What all those Things in the mockups Mean

Your Name Here

Virtue: This indicates a special strength of character in either Compassion, Conviction, Temperance or Valor and can grant special advantage when invoked. Whenever you are in a situation to which your Virtue applies, you receive a bonus die to your rolls. You must state a detail which draws upon your Virtue, but it allows you to exceed your normal Essence imposed limits on extra dice. If it comes up a failure you gain Limit/Infernal Limit, unless you are an abyssal then you gain a point of Resonance if you gain a success

Flawed Virtue: (Abyssal Only) Is a corruption of character in either Compassion, Conviction, Temperance or Valor and can grant special advantage when invoked. Whenever you are in a situation to which violates your Flawed Virtue, you receive a bonus die to your rolls. You must state a detail which draws upon your Virtue, but it allows you to exceed your normal Essence imposed limits on extra dice. If it comes up a failure you gain Resonance

Flaw: (Non Alchemicals/Abyssals/Infernals) This is related to your Virtue to either end of extreme, and indicates the effect of the Great Curse on your character. When your suffer Limit Break, your Flaw activates and any action you make against your flaw is done against an automatic trait value of 1 regardless of your normal Attributes and Abilities.

Urge: (Infernal Only) A goal assigned by your demon masters and you gain Infernal Limit if you do not try and carry it out or subvert the urge.

Caste: Determines Exalt Type and powers and what is in and out of theme for narrations

Essence: This maps directly to Chi in WUSHU, and to Essence, Willpower, and to a certain extent, Health Levels in EXALTED. It is an indication of your vitality, strength of spirit, inherent magical nature, and ability to bend reality to your will. Characters with higher Essence are more primal, powerful, and vigorous. It also limits the amount of extra dice from narration and starting essence is determined by Exalt type. Essence is spent by taking damage & activating powers. One point is restored at sunrise, at the exalts time of day, by rolling a 1 on a virtue roll, 1 or 2 points for owning a manse. Abyssals have the additional option of killing people to restore Essence.

Limit: (Non Alchemicals/Abyssals/Infernals) Is gained when you roll a virtue die and it comes up failure and when you act against your virtue. When you have 5 points of Limit, you suffer a Limit Break and you act upon your Flaw for the remainder of the scene. Any action counter to your Flaw is rolled against a trait score of only 1. Limit can only be removed by suffering a Limit Break.

Resonance: (Abyssals Only) When you roll a virtue die or roll a flawed virtue die and it comes up failure or for Sins of Life or Sins of Death you gain Resonance, When 5 points are gained you suffer an eruption suffering any number of the following.
Blight: The Abyssal is surrounded by a zone of decay and degradation, killing plants, animals and mortals in their wake.
Branding: Instead of blighting the landscape, the Abyssal themself is marked by the wrath of the Neverborn. Their deathly power shines through, disturbing all around them.
Conduit: The Neverborn take it upon themselves to extract the painful barb in the Abyssal’s soul that makes them so close to Creation. They may destroy Intimacies and even force actions upon the character.
Stigmata: The character cannot hide what they are anymore. They are the servants of death and the world will know it the instant they see the Abyssal. The Abyssal may bleed or wither under the scrutiny of their masters.

By engaging in ritual prayers or self-flagellation, speaking in tongues no living being can understand spending essence 1 for 1 to reduce Resonance. Or by suffering a premature player controlled eruption

Infernal Limit: (Infernals Only) Gained by failing a virtue die or by acting against your urge you gain Infernal Limit. At 5 points your demon patron lashes out at you, Infernal Limit can be reduced by working towards your urge or behaving in a way that is pleasing to your demon patron.

Clarity: (Alchemicals Only) represents how deeply in communion with Autochthon they are. Alchemicals with high Clarity are cold-blooded and highly logical, incapable of interacting socially except to threaten or order. Alchemicals with lower clarity are visibly human. A high-Clarity Alchemical is not a monster, but is very efficient – they are not sadistic unless necessary (sadism is inefficient, and Clarity is about efficiency) Every dot of clarity gives a -1 penalty to all rolls that involve interacting with mortals. Clarity is removed by getting a success on a virtue die and meaningful interaction with mortals. Clarity is gained by using protocols, flaring their anima totemic and not interacting with mortals for a long period of time.

Tell: (Lunar Only) This is a feature which doesn’t change regardless of your shape.

Physical: The Base rating for any roll involving physical actions
Mental: The Base rating for any roll involving Mental actions
Social: The Base rating for any roll involving Social actions

Style: a general description of your character’s total attitude and abilities: your “character concept.” It’s the thing that ties your character together and when a task relates to your Style the die cap increases by 1.
Sample Styles: Samurai on a Quest for Vengeance, Aristocrat Practitioner of Secret Blood Magic, Taciturn Martial Arts Master, Ronin Seeking Redemption.
Note that if your Style is an actual martial arts or craft style, you should give it a name and describe its characteristics in terms of their relationship with your character.

Traits: Can be a profession (Loyal Samurai, Ninja, Imperial Noble, Barbarian), a personality trait (Furiously Violent, Peacefully Righteous) a skill (Swordplay, Sorcery) – anything you can think of that would fit the game. Take this Trait and assign it to Mental, Physical or Social. If your Trait would fit multiple categories you’ll have to spend points on it again to apply it to the second category, or three times to apply it to all categories. If you’re only a Ninja when it comes to Physical tasks, then you don’t have any special understanding of ninja poisons, astrology or crafts (Mental tasks) and can’t use ninja disguises (Social tasks) as well as a fully trained member of your clan. Every Trait point gives you one Skill. Your Skills show what you can actually do with a single Trait. But don’t get too hung up on Skills. If the Trait alone justifies a character’s ability, that’s fine too. For example, if you picked three points of Ninja (Physical), your character might know the following Skills:
• Shinobi-iri (sneaking around)
• Taijutsu (dirty, quick unarmed combat)
• Shinobi-kenjutsu (unconventional fighting using a ninja sword).

Skills are added to the Characters base rating to make the Target Number

Equipment: equipment is anything that enhances your ability beyond your normal competence for the task at hand. Whether it be a special item or ability. In Exalted-Budo, your character is the root of all skill and heroism. It gives you bonus dice not limited by Essence. Every time a piece of equipment is used its rating decreases by one when the turn ends. At zero it can no longer be used. Once die is restored for every applicable scene where you don’t use them. Special gear and techniques are just icing on the cake and doesn’t always spell the difference between success and failure. You can lose it, leave it behind or just employ it with less adroitness than usual.

Backgrounds: side-advantages a character can draw on during play. These map to normal EXALTED backgrounds. Taken once, a Background is useful and dependable. Taken twice it is exceptional and extensive.

What all those Things in the mockups Mean

Redeemer or Destroyer Horuke