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Exalted: Essence Storyteller's Guide

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Sneak Peek: Exalted Antagonists
3 months ago – Wed, Jun 10, 2026 at 07:54:45 AM

Hello Super Storytellers,

Yesterday we received the first half of Chapter 3, which contains guidelines for antagonists and many, many examples of interesting mortals and strange beasts.

But we wanna see some Exalted opponents, am I right?

Well, let's get a sneak peek at next week's draft manuscript download. As a reminder, backers will be able to read the entire draft manuscript before the end of the campaign - before any pledges are processed or payments collected. So jump on it if you haven't!



The Exalted

Often the greatest foes and strongest allies of the Exalted are others amongst their number.

Black Ice Shadow

Black Ice Shadow is as cultivated as a winter blossom. The ghost-blooded Sidereal is the result of decades of subtle interference and intensive training under the Bureau of Endings. Black Ice Shadow’s birth was thrice marked by endings: an elder Sidereal’s suicide, the birth-caul of a child of the dead, and sightings of Saturn throughout Creation. Deathly focused gods, enlightened shades, and Sidereal clandestinely infiltrated local temples teaching the child mysteries of the Underworld. His exaltation severed what few threads bound Black Ice Shadow to mortal life, and he spent years cultivated his deathly heritage in bleak Manses and Shadowlands.

Time spent among the living has softened the Sidereal’s severe demeanor but done nothing to assure those in the Five-Score Fellowship who question the loyalty of a Sidereal who’s nature is so tied to Heaven’s enemies. Black Ice Shadow spies on Shadowlands and Underworld cities in a myriad of guises. His most elaborate ruse is as an amnesiac Abyssal entitled Taste of Ashes Lingering Beyond Extinction. The Sidereal recently connected rumors circulating of an unaccountable power locked within a First Age tomb, to records of an ancient ghost entombed with sorcery, and he’s moving to interdict Scavenger Lords or Exalts before someone looses the dreadful entity. 

Virtues: Discipline/ Wonder
Primary Pool (10): Martial Arts and Infiltration
Secondary Pool (7): Posing as the Dead; Underworld Secrets
Tertiary Pool (4)
Essence: 3
Motes: 10
Health Levels: 7
Resolve: 3
Defense: 4
Hardness: 4
Soak: 4

Attacks and Qualities
  • Excellency: Spend one mote to add five dice to a primary pools action or four dice to a secondary pool action.
  • Heroic: Black Ice Shadow will flee and take on a new cover identity at zero Health levels, but will take a dramatic injury to continue fighting in order to stop a Creature of Darkness.
  • Sidereal Chosen of Endings: Black Ice Shadow possesses all advantages and anima powers of a Sidereal Chosen of Endings.
  • Initiate: Black Ice Shadow knows First Circle Necromancy.
  • Murderous Blow: Against the demon, fae, undead, Getimians, Abyssals, and Infernals, gain 3 additional damage.
  • Higher Up the Chain: In an emergency he’ll call on his mentor, Wayang, the God of Silence, an Essence 5 Celestial God (Exalted: Essence p.344). 
  • Solemn Psychopomp Duty: The Exalts spends 1 mote to consecrate a death, the soul cannot be trapped or become a ghost. Black Ice Shadow learns their Intimacies, and gains a new secondary ability for the rest of the Story. They may summon the fallen’s ghost as a secondary Ally for one scene.
  • Violet Bier of Sorrows Style: Black Ice Shadow commits 2 motes targets struck may not use reflexive movement until the end of their next turn, and attacks do aggravated damage. Spend 1 mote on Step 2 to add one to Defense, if successful, add two extra dice on the next withering attack and double 9s.
  • Masque of the Uncanny: The Exalt commits 2 motes, perfectly assuming the guise of an Abyssal or ghost, this changes even Charm use and Anima. This requires a Stealth roll opposed by the Exalt’s Secondary Pool to overcome the illusion.
  • Necromancy Spells: For 4 Will, Black Ice Shadow may open a doorway to the Underworld for the rest of the scene or 3 rounds in combat.
  • Weapons: Liberator’s Hands, Soulsteel Light Daiklaves(+2 Accuracy, Defense +2, Damage+2, Overwhelming 2, Melee, Chopping, Balanced, Paired, Piercing) 

Tactics and Advice
Black Ice Shadow is a superlative imposter of the dead, rarely breaking cover, and retreating if conditions are disadvantageous, as a last resort fleeing into the Underworld. His preferred method is to set terrain with necromantic curses that inflict the hindered penalty or increase bleeding for living foes as an environmental hazard he’s immune to. The Exalt tries to disable and disarm rather than kill, unless the enemy’s discovered his identity. He frequently summons ghosts as backup. The Sidereal will work with any who provide him with firsthand accounts of deathknights or the deathlords’ agendas.



Merel Of-the-Gourd (Dragon-Blooded, Wood Aspect)

Merel wanders the Threshold, offering salvation in the form of preventative sickness. He carries gardens of alchemical spores in lacquered gourds, releasing tuned plagues that burn through a community, culling the weak while granting the survivors immunity—and a dependence on his ongoing treatments. To him, this is mercy. He speaks gently as fevers rise, assuring the afflicted that pain is proof of worthiness. Villages he “heals” survive future outbreaks, but only so long as they submit to the next round of plague-fire.

Virtues: Compassion (Better To Die Under The Care of a Physician Than Live in Agony)/ Ambition
Primary Pool (10): Medicine, Poisons, Disease Cultivation
Secondary Pool (8): Solving Puzzles, Soothing Fears, Self-Defense
Tertiary Pool (6)
Essence: 2
Motes: 7
Health Levels: 8
Resolve: 4
Defense: 4
Hardness: 4
Soak: 3

Attacks and Qualities
  • Controlled Epidemic: Two infection sites bloom in the village. Commit 2 motes per site. The Dragon-Blood may see and hear through anyone within them. Each site spreads a supernatural disease: characters damaged by or present in the area during combat must succeed at a Fortitude + Physique roll during their turn or lose 2 Power. The area is difficult terrain. Those who succeed gain +2 dice vs. disease for the session but become treatment-dependent. Investigators may spend 1 mote per question (location, creator, source). Each failed attempt advances an infection clock; at 3 advances, dependence becomes a Major Principle. Ends after Essence + Finesse days or when both sites are destroyed.
  • Excellency: Spend 1 mote. Add a four-dice bonus to a roll using his primary pool, or three dice to his secondary pools.
  • Toxin-and-Venom Exorcism: When treating poisoned or diseased patients, success cures them and grants immunity to that specific affliction for the session.
  • Wood Aspect Dragon-Blooded: Possesses all advantages and anima powers of Wood Aspect Dragon-Blooded.
  • Weapons: Poisoned darts (+1 Accuracy, +1 Damage, +1 Defense. Tags: Concealable, Piercing, Thrown)

Tactics and Advice
His lair is a greenhouse laboratory at the village edge, with villager-dug tunnels giving him multiple escape routes. About eighty people remain; thirty have died, and thirty are “cured”—immune but dependent on quarterly treatments. These devotees defend him as a Size 2, Drill 1 battle group with +1 die on social actions for Merel. Investigation reveals he emerges when infection sites are disturbed.

Merel uses Controlled Epidemic's sensory network to monitor the party's movements and conversations through infected villagers, coordinating devotee ambushes and repositioning himself via the tunnels. When the party approaches an infection site, he observes through nearby infected individuals to determine their intentions. If they destroy a true site, devotees emerge from houses and alleys to attack from cover while Merel fires poisoned darts from tunnel entrances or rooftops, then retreats before direct engagement.

If the party destroys a false site, Merel watches through his network to confirm they've moved on, then emerges at night to poison a replacement location, either personally or by using a devoted villager he's already instructed. Observant parties may notice infected villagers moving purposefully toward specific locations after dark, or Merel himself slipping between buildings with his gourds. Once all true infection sites are eliminated and his sensory advantage is lost, he makes his final stand at the greenhouse, fighting desperately with devotees as his last line of defense.

Of the four possible sites, choose two currently infectious. All detection rolls are difficulty 3, and failures can produce inconclusive or misleading results.

Possible Infection Sites
  • The well (water-borne). Detect: A faint, putrid smell and off-putting color (Sagacity or Navigate). Cleanse: Purify (Sagacity) or destroy/cover the pump).
  • The granary (food-borne). Detect: The grain subtly expands and contracts (Awareness). Cleanse: Fire (Physique or Survival to control the burn) or recall a safe spore-neutralizing method (Sagacity).
  • The limpid pool (blood-borne). Detect: See the mosquito larvae in the water (Awareness or Navigate). Cleanse: Disrupt mosquito larvae (Navigate) or use an appropriate poison to kill the swarm (Sagacity).
  • he rotting hay pile (fungal). Detect: See visible mold and unnatural decay (Awareness, Navigate, or Sagacity). Cleanse: Burn it safely (Physique or Navigate) to control the blaze and suppress spore release.

Merel prefers to hide in his lair, in the tunnels, or in the houses of his devotees rather than fight. His devotees attack whenever a true infection site is destroyed, striking from cover. If the heroes destroy the wrong site, he avoids direct conflict and quietly poisons another location to replace it, either directly or with one of the conscripted villagers acting secretly (Soldier template, Exalted Essence p. 331). He only abandons subterfuge and fights openly — and to the death — once all genuine infection sites have been eliminated.


Tomorrow, we start our FINAL WEEK COUNTDOWN. Can you believe we're gonna have one week left? I'll share some important reminders and info to review before the end and outline our final week schedule. On Friday, we'll get another sneak peek from our draft manuscript section coming the following Tuesday. We're gonna see some demons and elementals!

So, let's rally up and finish week 3 and then rush headfirst into the big final week and see if we can't unlock some baddies from the Threshold in our stretch goal supplement!

Teeming Legions - Mortals and Creatures [Draft Manuscript Preview 3A]
3 months ago – Tue, Jun 09, 2026 at 05:39:23 AM

Hello super Storytellers,

Has everyone recovered from a weekend of Onyx Path panels and games? The biggest Exalted news was on the Third Edition main side, where they revealed that a Liminals book is coming, to help catch up those rules a bit with the Essence side! We've already got Liminals in our core rulebook and expanded in the Player's Guide, but more lore is always welcome!

Hopefully there will be a lore-heavy stretch goal companion too that we can all enjoy!

But enough about the possibilities of the future, for we have adversaries and opponents to challenge us in the here and now!

It's Tuesday, and that means it's draft manuscript day. This is the first half of Chapter 3.  We've had a few sneak peeks at foes and creatures presented in this section, but now it's fully filled in. Chapter 3: Antagonists begins with the Machinations of Doom, including best practices for designing and using enemies, before introducing the Ferocious Teeming Legions. Part A, which we get today, is all about the Interesting Mortals and Weird Creatures that you can add to your Exalted: Essence game.

Let's go!



Draft Manuscript Previews

Over the course of these 4 weeks, backers will receive the entire current draft manuscript for Exalted: Essence Storyteller's Guide, but it's not going to come to you all in one go. The previews will come out in Tuesday-sized sections each week of the campaign. This helps me seem interesting over the next 28 days, but it's more about guiding the conversation and helping steer feedback for the developers.

Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: <Exalted: Essence Storyteller's Guide Feedback Form>




You can use this FEEDBACK FORM to share your thoughts directly with the Exalted: Essence creative team to help guide them through the next rounds of development and editing.


DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit sorcery, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Reply to this Update" or "Learn More" button on the bottom and I'll see you below the Exalted emblem.

Sneak Peek: Strange Beasts
3 months ago – Thu, Jun 04, 2026 at 07:54:44 AM

Hello Super Storytellers,

OK, we had a little preview yesterday of some of the Interesting Mortals in the Exalted: Essence Storyteller's Guide, and today we're going to get a sneak peek preview of three of the Strange Beasts from Chapter 3.

Again, these are just bits from the first half of Chapter 3, which will be coming to backers in a draft manuscript download next Tuesday. All backers will be able to read the entire book before any pledges are processed or payments collected. And if you back this, you'll have something cool to talk about during Onyx Path's Virtual Convention over the weekend.


Running FRIDAY JUNE 5 to SUNDAY JUNE 7, all panels will be streaming on Onyx Path's Twitch channel and Actual Plays will be streaming at Plastic Age Plays channel

If you want information on current and possible future Exalted projects, I'd suggest checking out:

  • What's Up with Onyx Path on Saturday June 6 at Noon EDT
  • The Exalted Panel on Saturday June 6 at 6:00 PM EDT
  • Ask Us Anything Panel on Sunday June 7 at 2:00 PM EDT

Somewhere in there, Rich will reveal what the end of the year crowdfunder for Exalted will be. I can't wait - I'm as excited as anyone to find out!

Strange Beasts

Creatures that are neither mortal nor God, but still may prove dangerous to the Exalted all the same. 

Ape-bears

The fruit of forgotten hybridization experiments, ape-bears have bodies and heads like those of brown bears, though slightly more elongated, and are recognizable by their long, thick arms terminating in fingered hands. Their knuckle-walk gives them a distinctive gait that towers over humans. They live in colonies of up to twenty individuals in the forest areas of the inner Blessed Isle, mainly Lord’s Crossing, Eseon Forest, and the flanks of the Imperial Mountain. Ape-bears are placid, curious individuals outside mating season, spending much of their time either at rest or observing their surroundings. They sometimes approach rural settlements and, while they lack language, they are intelligent enough to establish reciprocal relationships such as scaring off predators in exchange for food deposited at the village entrance every week. In some remote places of the Isle, the ‘village ape-bear' was still recently a familiar and dependable fixture. Dynasts have been known to tame and train the beasts into powerful battle companions. But after several incidents in which a village’s ape-bear took offense to a Dynast’s actions, peasants are no longer permitted to harbor or feed the beasts, which has caused much tension in places traditionally relying on them for protection and driven now-rejected ape-bears irate; rural envoys petition in vain for House Cathak to allow them their bear-appeasing rites again.

Ape-bears are Monstrous dangerous animals (Exalted: Essence p.324) with the Enormous and Murderous Blow Qualities. On a withering attack that generates 2+ Power, they may reflexively initiate a grapple. This counts towards the action limit.

Ape-bears are valid Secondary Familiars and can be trained to wield simple weapons. 

Furnace Rhino

Created at the dawn of history to serve as living refineries of the magical materials, furnace rhinos were left behind when the Great Maker departed Creation. They still dwell in Southern deserts and the hills of Gem, grazing on rocks and scrap metal. Eight feet tall and recognizable by their folded, platelike hide of metal, furnace rhinos concentrate trace amounts of magical materials into their horns, which come to be made of solid jade or more rarely other magical materials. Though a furnace rhino’s horn is of fabulous value, the beasts radiate deadly heat and have a fierce temperament, and most hunts suffer casualties even when successful. 

Primary Pool (7): Hard-headed Aggression, Batter Down Obstacles
Secondary Pool (6): Find Scrap, Detect Ambush
Tertiary Pool (4)
Health Levels: 9
Essence: 2
Resolve: 3
Defense: 4
Hardness: 6
Soak: 6

Attacks and Qualities
  • Enormous Size (Exalted Essence p. 316), Oppressive (Exalted Essence p. 317)
  • Furnace Body: The furnace rhino radiates unbearable heat. Characters at close range are exposed to a hazard equivalent to a burning building (Exalted: Essence, p.146), and at short range to a hazard equivalent to severe heat. 
  • Iron Like Straw: Attacks against a furnace rhino reduce their overwhelming value by one. This can reduce it to zero, which makes attempts to hunt furnace rhinos with mundane spears or arrows largely futile. 
  • Deadly Treasure: The horns of a furnace rhino contain enough magical material of one type to create an artifact weapon or suit of armor. Every piece of the animal’s body is valuable, but it must be butchered red-hot (severe heat hazard); once cooled down it becomes a solid lump of mingled minerals weighing several tons.
  • Weapons: Jade Horn (+2 Accuracy, +2 Damage, +2 Defense, 3 Overwhelming. Tags: Natural, Piercing, Smashing) 

Tactics and Advice

Furnace rhinos are highly territorial. Their poor eyesight causes them to register most things as threats, and they respond to attacks by running down the enemy to gore and trample them. Furnace rhinos can be acquired as Familiars by someone who can resist their heat, in which case they can be taught to grudgingly endure the presence of others; they are sometimes kept as war-mounts by ifrit lords.

Ravenous Ash

When the Wyld swallowed the borders of Creation, many elementals were trapped in chaos. Most died, a few warped in unwholesome ways. But a few garda birds in the South suffered both fates: They died in fiery wrath, but as their immortal Essence sought to rekindle itself, it found that it was trapped in a liminal state of ash and embers that could not become fire. The ravenous ashes still haunt the Far South, no longer elementals but something stranger: living clouds of smoke, ash and embers in the vague outline of birds, desperate for the heat that might rekindle their Essence. They seek it by draining the breath of living beings, but it never suffices. Draining a live fire elemental increases the ravenous ash’s size, power and hunger, but it’s never been enough to release them from their state.

Primary Pool (9): Fly, Extinguish Flame, Fight with Abandon, Seek Heat
Secondary Pool (7): Lay Low, Remember Past, Speak Language
Tertiary Pool (5)
Essence: 3
Motes: 10
Health Levels: 10
Resolve: 3
Defense: 4
Hardness: 5
Soak: 5

Attacks and Qualities
  • Oppressive (Exalted Essence p. 317), Spiritual Combat (Exalted Essence p. 317), Domain’s Curse (Ash) (Exalted Essence p. 319), Elemental Vortex (Ash) (Exalted Essence p. 320)
  • Body of Cinder: Ravenous ashes do not take damage from mundane weapons. They reduce damage and Overwhelming by one except from water- and wind-based attacks and area of effect attacks, which instead add +2 damage. 
  • Immortal: Ravenous ashes reconstitute after being destroyed over the course of days unless slain by magic capable of slaying spirits, as ash gathers upon the wind. Gathering their cinder into an urn and throwing it into a body of water prevents this.
  • Eater of Warmth: Spend 1 mote when initiating a grapple. Withering attacks also inflict one damage, and successful decisive attacks cause the ravenous ash to heal one health, two if attacking with 5+ Power. Against fire-based spirits, ignore Hardness and Soak.
  • Weapons: Smothering Embrace (+1 Accuracy, +3 Damage, +1 Defense, 3 Overwhelming. Tags: Flexible, Natural.)

Tactics and Advice

Ravenous ashes are driven by their perpetual hunger for warmth. They understand Old Realm and can speak it but can only communicate for a short time before being overcome by their hunger. They can be diverted with offers of easier or more tempting targets. In combat, they choose one specific target and attempt to incapacitate them with grappling and Eater of Warmth. Once they have incapacitated a victim, they are temporarily sated and usually withdraw. No ravenous ash has ever been rekindled into their garda bird forms, but it might be possible through external assistance, such as Sorcery, a potent Artifact, or a living Exalt’s sacrifice.


Alright! I'll be back on Tuesday with our manuscript download for the first half of Chapter 3.

Between now and then, please check out Onyx Path's Virtual Gaming Convention this weekend, and make sure to check in on the Exalted panel! And then talk about it in the comments here and on Discord!

Until then, let's keep rolling!


Sneak Peek: Interesting Mortals
3 months ago – Wed, Jun 03, 2026 at 10:09:45 AM

Hello Super Storytellers,

I've got a preview for you from our next manuscript drop. This is from the first half of Chapter 2, which we'll get next Tuesday as part of our regular draft manuscript downloads. As a reminder, we get a new manuscript section every Tuesday and we'll have the entire approved draft manuscript on our screens before any pledges are processed or payments collected. 

Chapter 3 is all about antagonists.

The term Antagonist in Exalted: Essence refers to any character controlled by the Storyteller and built using the Antagonist rules. Often, these characters will stand in opposition to the players’ characters, at least at first, but the Exalted are powerful forces of change with the ability to sway opinions, topple hierarchies, and confound the best-laid plans of others. Not every Antagonist will fill the narrative role of actively opposing the protagonist characters, and some may play the role of both enemy and ally over the course of a campaign.

A cast of interesting Antagonists will challenge the players’ characters in multiple ways. This can include direct mechanical challenges like combat, but also indirect challenges like navigating a complex political landscape or making difficult moral choices. This chapter should help you design a world full of interesting people for your players’ characters to interact with, whether as direct enemies or complicated allies.

Interesting Mortals

Though it is rare for mortals to stand on a level with the Exalted, they lend key skills to central figures, form into battle groups that unlock new tactics at great scales, and may gather unusual magic or temporal power that provides troublesome for Exalted.

Battle Rager

Though many professional soldiers rely on keeping an even head to succeed in pitched combat, the battle rager trains to channel their heightened emotions into a tireless assault. The most famed traditions across Creation often make use of enhancements like specialized drugs or the blessings of patron spirits.

Virtues: Courage/Loyalty
Primary Pool (9): Combat, Athletics
Secondary Pool (7): Intimidation, Ecstatic Wisdom
Tertiary Pool (6)
Health Levels: 5
Resolve: 3
Defense: 3
Hardness: 3
Soak: 3

Attacks and Qualities
  • Desperate Assault (Exalted: Essence p.320)
  • Vanguard (Exalted: Essence p.320)
  • Lethal Momentum: Each time this character gains Power, add 1 Power to a second pool of temporary Power. This Power is added to her normal Power when making a decisive attack, and can also be added to an attack that uses desperate assault. She cannot make an attack with more than 10 Power.
  • Whim of War (Outnumber): This character makes Rout checks as if her Drill were Elite, and increases her Resolve by 2 against effects based on fear, trickery, or mental control. This character cannot gain the formation attack and opportunistic threat Qualities.
  • Weapons: Greatclub (+0 Accuracy, +2 Damage, +1 Defense, 1 Overwhelming, Tags: Smashing, Two-Handed), Spear-sling (+1 Accuracy, +1 Damage, 1 Overwhelming, Tags: Balanced. Medium range)

Tactics and Advice
Battle Ragers represent a force of elite warriors who rely on individual strength even in great numbers, using their qualities to make up for poor Drill. Their lethal momentum pays dividends for allies who spend time lending them Power.

Martial Warlock

In the dark interior of Wu Jian, where gangs of martial artists battle for territory and prestige, it is not uncommon for anyone to make unwise decisions in pursuit of strength. Cast out and left for dead, this prodigy accepted an offer from a demon to take on its powers in exchange for his obedience to the whims of Hell. Though he thinks his mind his own, his Essence twists him to wreak pain and chaos even as he seeks justice.

Virtues: Justice/Courage
Primary Pool (10): Lethal combat, Movement
Secondary Pool (9): Intimidation, Beckoning Malefic Powers
Tertiary Pool (7)
Essence: 1
Motes: 5
Health Levels: 7
Resolve: 1
Defense: 4
Hardness: 3
Soak: 3

Attacks and Qualities
  • Martial Proficiency in Tiger Style (Exalted Essence p. 317, 289)
  • Burning Hatred: When the Martial Warlock takes damage, they immediately form a negative Tie to the character who caused it, or strengthen one they had before the scene. If they gain a negative Tie from any other source, they immediately gain it at Major intensity.
  • Fueled by Hate: Once per turn, after the Martial Warlock successfully attacks a character whom they have a negative Tie towards, they immediately gain 1 mote or 1 Power. If the Tie is major, they gain an additional Power with either option.
  • Weapons: Demon Claws (+3 Accuracy, +1 Damage, +1 Defense, 2 Overwhelming, Tags: Paired, Worn)

Tactics and Advice
The Martial Warlock cultivates their desire for vengeance, and should seek reasons to deepen their hatred of anything that stands in their way. Demons may occasionally appear to aid them, though these are closer to handlers than allies.

Titan Hunter

In corners of the world that boast populations of large animals, such as Thunder Lizards and Yeddim, the daring and desperate attempt to make an enterprise of hunting them. In the Age of Sorrows, few traditions remain for felling great beasts, making any surviving groups of specialists a prized resource. The Realm pays great bounties to those who aid them in defeating shapeshifting Lunars, but large groups of Titan Hunters are all but unheard of, only found in hostile lands that demand their skills.

Virtues: Discipline/Courage
Primary Pool (9): Hunting Giant Beasts, Wilderness Navigation
Secondary Pool (7): Senses, Movement
Tertiary Pool (6)
Health Levels: 5
Resolve: 3
Defense: 3
Hardness: 3
Soak: 3

Attacks and Qualities
  • Find the Weak Spot: Withering attacks against creatures with the enormous size or legendary size Qualities do not suffer a success penalty.
  • Take It Down (Outnumber): The Titan Hunter’s maximum damage against targets with legendary size is the Size of his battle group. Against targets who are prone or caught with the ensnare gambit, there is no maximum damage. If the battle group is at least Size 2, it can make gambits against enemies of any size without penalty.
  • Wilderness Ways: Once per session, when the Titan Hunter or an allied character fails a roll on a Travel Venture in a region the Hunter is familiar with, the Hunter mitigates the severity of the consequence. The Titan Hunter activates this after the Storyteller determines the consequence.
  • Weapons: Harpoon (+1 Accuracy, +1 Damage, +1 Defense, 1 Overwhelming, Tags: Pulling, Thrown), Net (+2 Accuracy, +0 Damage, 1 Overwhelming, Tags: Balanced, Flexible, Pulling. Short range)

Tactics and Advice
Titan Hunters are useful assets for groups venturing into strange wilderness or on the trail of a great behemoth. Well-prepared enemies may have a group of Titan Hunters on hand to deal with players who have access to the Legendary Size Quality, such as Lunars and warstrider pilots.


Tomorrow we'll look at some interesting adversaries that, uh, aren't human. Thursday will be Strange Beast day!

And then on Friday we'll get the kick off for the Onxy Path Virtual Convention running all weekend!

Golden Tongues and Fiery Wit: Optional and Alternate Social Rules [Draft Manuscript Preview 2B]
3 months ago – Tue, Jun 02, 2026 at 06:31:58 AM

Hello Super Storytellers,

It's Tuesday, and that means it's draft manuscript day. This is the second half of Chapter 2. Last week we looked at tweaking the systems and subsystems that ran the game as well as alternate combat rules. This week's manuscript section presents alternate and optional rules for Social interactions, along with additional rules for Manse and Demesne, Sorcery, and Thaumaturgy, stunts, and narrative control.

Phew! There's a lot there!

Onyx Path Virtual Convention Starts This Friday

Onyx Path will be running their virtual gaming convention this weekend - FRIDAY JUNE 5 to SUNDAY JUNE 7.


If you want information on current and possible future Exalted projects, I'd suggest checking out:
 
  • What's Up with Onyx Path on Saturday June 6 at Noon EDT
  • The Exalted Panel on Saturday June 6 at 6:00 PM EDT
  • Ask Us Anything Panel on Sunday June 7 at 2:00 PM EDT


Draft Manuscript Previews

Over the course of these 4 weeks, backers will receive the entire current draft manuscript for Exalted: Essence Storyteller's Guide, but it's not going to come to you all in one go. The previews will come out in Tuesday-sized sections each week of the campaign. This helps me seem interesting over the next 28 days, but it's more about guiding the conversation and helping steer feedback for the developers.

Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: <Exalted: Essence Storyteller's Guide Feedback Form>



You can use this FEEDBACK FORM to share your thoughts directly with the Exalted: Essence creative team to help guide them through the next rounds of development and editing.


DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit sorcery, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Reply to this Update" or "Learn More" button on the bottom and I'll see you below the Exalted emblem.