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Sidereal Exalted
Advisors and teachers of the other Celestials, the Sidereals ultimately fractured over the course that the First Age was taking, and enacted a plan to overthrow and murder the Solar Exalted. Their plan more or less successful, they retreated into the shadows, to quickly guide the course of the Terrestrial Exalted.
General Revisions
- As Celestial Exalted, Sidereals have very long lifespans, but generally have the shortest of any Celestial Exalt - their lives are based not on their physical constitution, but on their connection to the Loom of Fate. Sidereals do not begin to roll for age effects until they reach 1500 years of age. At that time, they must make an Essence roll at difficulty 1. This roll is repeated every twenty years, with the difficulty increasing by 1 each time, and no Virtues, Willpower, or other effects may be used to boost its chances of success unless they specifically say that they can.
- The Great Curse takes hold of Sidereals much like it does the Solars, driving them to hubris and monomania. Every two hundred years that a Lunar lives, she develops a single point of permanent Limit. Every four hundred years, the Willpower reward for entering a Limit Break drops by one, and the character must may 1 more Willpower for Partial Control. The character cannot have more than nine Permanent Limit, and cannot have her Willpower reward for full limit drop below one or the cost for Partial Control rise above four Willpower.
- In order to reach Essence 6+, a Sidereal Exalt must both follow the age guidelines listed in the Exalted corebook, and fulfill a Motivation. Sidereals may raise their Essence up to a maximum rating of 9.
Charm Modifications
- Sidereals already had no Charms past Essence 5, so this revision affects them far less.
- However, Sidereals no longer have Sidereal Martial Arts. With Celestial Martial Arts trees reaching Essence 5, there is no point. Instead, Sidereals have the ability to learn the Sidereal Martial Art Sutras. Each sutra costs the same amount to learn as a standard Charm. Once learned, it allows a Sidereal to spend one extra Willpower when activating a Form Charm in order to trigger its sutra. Doing so reduces the mote cost of all Charms of that Style by 2, to a minimum of 1. Eclipse and Moonshadow Caste Exalts may not learn the Sutras.
- Sidereals pay only 8 XP for favoured Martial Arts Charms, and 10 XP for non-Favoured Martial Arts Charms.
- The Sidereal First Excellency adds up to (Essence +1) dice to a roll.
- The Sidereal Second Excellency does not add successes. Instead, the Sidereal may spend 1 mote per point to reduce target numbers of her die pools by 1 each. She may spend up to (Essence +1) motes. A character who would reduce her target number below 3 (at Essence 4+, usually) may instead spend a Willpower to convert the entire diepool to successes. Sidereals may combine the First and Second Excellencies, but add together motes spent on both to determine their Charm caps.
- In addition to their mote-reducer, Sidereals have access to Essence Auspicious as a Fourth Excellency. This is a Permanent Charm that may be purchased only once for each Ability. It permanently reduces the Sidereal's target numbers for a specific Specialty-breadth task within that Ability by 1. It requires Ability 4, Essence 3.
In addition, the Sidereal Charmset is screwy. As such, the following Charm revisions are in place (hang it, it's a long ride):
Journeys
- (Ride) Spirit-Shape Companion: This Charm has no experience cost the first time it is used.
- (Ride) Godly Companion: This Charm has no experience cost the first time it is used.
- (Sail) Walls of Salt And Ash: Resisting this Charm requires one Willpower per action. A creature must spend Willpower equal to the Sidereal's Sail rating to overcome the effect entirely.
- (Survival) Adopting The Untamed Face: This Charm replaces the Illusion keyword with the Compulsion keyword.
- (Survival) Dreaming The Wild Lands: This Charm adds the Shaping and Combo-Basic keywords.
- (Survival) Sky And Rain Mantra: This Charm adds the Fate keyword, and thus can only be used in places touched by the Loom.
- (Survival) Sky Spirit Demand: This Charm replaces the Servitude keyword with an Emotion keyword.
- (Thrown) Life Gets Worse Approach: Botched attacks can be redirected without cost.
Serenity
- (Crafts) Elemental Vision: This Charm permanently reduces the target number of social rolls against all appropriately-elemented beings (elementals, Dragon-Bloods, raksha with Assumptions up, etc) by 1.
- (Crafts) Excellent Implementation of Objectives: This Charm is Combo-OK.
- (Crafts) Destiny-Knitting Entanglement: This Charm has the Fate keyword.
- (Crafts) World-Shaping Artistic Vision: This Charm is wonky and will be fixed later.
- (Crafts) Implicit Construction Methodology: This Charm has two effects. First, it reduces the construction time for objects by one degree (seasons to months, months to weeks, days to hours, etc), which stacks fully with other effects. Secondly, it allows construction to proceed while the Sidereal is not actually present, so long as she leaves the Essence committed and the prayer strip in place.
- (Dodge) Duck Fate: This Charm is restored to its First Edition nature; it can dodge any undesirable effect if its roll succeeds.
- (Dodge) Avoidance Kata: This Charm adds the Shaping keyword.
- (Dodge) Trouble-Reduction Strategy: This Charm adds the Combo-Basic keyword.
- (Dodge) Neighbourhood Relocation Scheme: This Charm adds the Fate keyword.
- (Linguistics) Favourable Inflection Procedure: Resisting the effects of this Charm requires two Willpower.
- (Linguistics) Blue Vervain Binding: Instead of spending 1xp, the character can spend 1 wp to have the effect only last for one scene.
- (Performance) Heart-Brightening Presentation Style: This Charm is removed.
- (Performance) Defense of Shining Joy: The addition of the character's Performance to her Dodge DV counts as bonus dice gained from Charms.
- (Performance) Song of Spirit Persuasion: This Charm requires 4 Willpower to resist, and replaces its Servitude keyword with a Compulsion keyword.
- (Performance) Ice and Fire Binding: Instead of binding elementals to domains, this Charm binds elementals to their Virtues. For one season, the elemental cannot violate one of either the Virtue of Compassion or Temperance (chosen at the time that the Charm is activated). Doing so requires spending two Willpower per action.
- (Performance) Harmonic Completion: The bonuses to the character's DVs are considered bonus successes, and thus do not count towards Charm maximums.
- (Socialize) Shun The Smiling Maiden: The initial target of Shun defends against it as a Shaping attack. Any potential lovers defend against it as an Emotion effect if the initial target does not counteract it.
- (Socialize) Cash And Murder Games: This Charm replaces its Servitude keyword with a Compulsion keyword.
- (Socialize) You And Yours Stance: Any aspect of this Charm can be resisted at a cost of 1 Willpower per action; once four Willpower is spent, a given target is immune to the effect for the scene.
- (Socialize) Fortuitous Fellowship: This Charm replaces the Shaping keyword with a Compulsion keyword. It adds the Combo-Basic keyword.
Battles
- (Archery) Opportune Shot: This Charm reduces the speed of an Archery attack to 3 for 3 motes flat.
- (Archery) Many Missiles Bow: This Charm adds the Shaping keyword.
- (Melee) Meditation On War: This Charm costs 2 motes per die, and has a duration of One Action. Its type changes to Reflexive.
- (Presence) Presence In Absence Technique: If the target's words are in line with the Sidereal's, use the better of their two pools. If the target's goals are not in line with the Sidereal's, the Sidereal's social attack and the target's both take place automatically, and the better social attack is the one that must be resisted.
- (Presence) Loyalty-Sacrificing Sidestep: Once this Charm is activated, the new defender may declare normal Step 2 Charms in Step 5. All effects from Steps 1, 3 and 4 remain in effect.
- (War) Training Mandates: None of these effects require the Training Keyword.
- (War) Essence-Draining Battle Pattern: The increase in enemy unit costs applies to Charms they activate to attack or defend against the Sidereal's unit.
- (War) Demon-Blocking Battle Pattern: Penalties apply only to a single enemy unit. The Sidereal can reflexively change which unit each action.