Okay, found a couple of potentially fun ones. Does Exalted have any tarot card equivalent? Having the deck like that opens up some interesting prospects. The 4 base suits would correspond easily enough to standard playing cards, and the major arcana could make games of chance very different.<br/><br/>Anyways ... interesting powers. I've just copied the text from the older books.<br/><br/>AVOIDANCE KATA<br/>The character wasn’t actually there when the trouble began. That’s his story, and the Loom of Fate backs it up. If—within his first two actions after Join Battle or Join Debate—the Sidereal decides he would rather have been somewhere else, he can activate this Charm. Having done so, he vanishes from his current location and reappears in another location. The Sidereal cannot control his new location, but it’s someplace plausible for him to be if he’d decided to take a different course a few minutes before. Simultaneously, an Illusion effect blurs the memories of other people so they don’t remember the Sidereal’s presence. Wounds still bleed, traps remain sprung, Essence remains spent. However, other people in the aborted encounter receive vague notions of an alternate series of events to explain any evidence of the Sidereal’s presence, which they soon confabulate into a detailed scenario that they believe completely.<br/><br/>FIVE ORDEALS ODYSSEY<br/>In their travels, sometimes the Seers of Heaven encounter problems that make further progress seem impossible. In such cases, a Sidereal can channel Essence into a prayer strip bearing the Scripture of the Maiden at Sea. He casts the strip into the air, where the prayer strip explodes in a flash of golden lightning. Before the scene ends, something happens to remove the obstacle to his travel: a sudden squall blows away the approaching pirates, the desert caravan that has run out of water finds an oasis, a secret tunnel offers a way into the fortress, giant birds nest on the island where he is stranded.<br/><br/>But the Sidereal (and any companions) have only traded one trouble for another, equally severe but possibly soluble: the squall also blows the Sidereal’s ship aground in a dangerous<br/>land, the oasis has a Fair Folk mistress who transforms men into beasts, the secret passage is prone to dangerous rock falls, catching a ride on a giant bird takes the Sidereal to<br/>a valley of the giant snakes the birds feed upon. This new threat is locked into destiny, so a Seer cannot use Five Ordeals Odyssey again to attempt another escape and perhaps some lesser danger. The Charm also cannot remove impediments to travel that come from outside fate, such as attacking nephwracks or storms of Wyld energy.<br/><br/><br/>The throwing ones don't really work, but I could see an all out attack mimic the effect of the Death of Obsidian Butterflies spell, but with cards instead of shards.