BogModAlternateSidereals/Resistance
Constellation of the Mast
Outpaced Destiny Method
Cost: 3m; Mins: Resistance 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: None
It is said that the most common phrase regarding Mercury is 'Sorry, you just missed her.'. This is true in many ways for the Vizier's as well. Things they don't want to have happen to them have to play catchup to them. When about to suffer a Poison or Sickness effect the Sidereal can spend 3m. This puts the effect on delay until she no longer commits the motes. It doesn't cure the problem it merely makes her have to deal with the penalties and damage later. The Sidereal can use this charm against multiple effects at once.
No-Time-to-Die Technique
Cost: 5m/wound; Mins: Resistance 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerquisite Charms: Outpaced Destiny Method
More then the Solars, more then the Lunars, the Sidereals are the most harried of all the Celestial exalted. There is only 100 of them afterall. And they definitly don't have time to go getting hurt and spending weeks in bed. So they just put it off until they get their sabbaticle and deal with it then. This charm is activated before damage is rolled. The damage is still rolled but marked seperately. Until the Sidereal uncommitts the motes the damage doesn't happen. Charm that would be caused by a damaging effect will also be put on hold until this charm is uncommitted. The Sidereal can use this charm against multiple blows but can have no more wounds put off then their Resistance.
Terms of Survival Method
Cost: -; Mins: Resistance 5, Essence 4, House of Journeys 2; Type: Permanent
Keywords: College
Duration: Permanent
Prerequisite Charms: No-Time-to-Die Technique
Having put off disease, poison and maybe even death from wounds the Viziers have no reason to put off treatment. Any effect the Sidereal has delayed with Outpaced Destiny Method or No-Time-to-Die Technique can now receive medical treatment. The difficulty of such rolls for treatment is increased by one. Only with medical treatment will they get better without the Sidereal uncommitting the motes and taking the damage. For the time it takes to cure wounds assume that half the dice would come up as damage. Only a single wound can be treated at a time though doctors can treat any and all diseases and poisons as well as that one wound.
Ready For the World Preperation
Cost: 4m; Mins: Resistance 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
When bad weather calls the hurried Chosen of the Maiden's don't have time to waste getting dressed. They have to be ready now and on their way. Luckily with a few motes of starlight they can quickly dress themselves in the finest silks, the sturdiest wilderness wear or even armor for battle. Used outside of battle the Sidereal can get dressed in an instant if they have clothes nearby for it. Used in battle or where complicated garments are involved the character suffers a DV penalty equal to the armor's or clothing's Mobility Penalty until her DV refreshes a number of times equal to the mobility penalty.
Ox-Body Technique
Cost: -; Mins: Resitance 1, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Being more then mortal the Sidereals are blessed with physical resilience beyond that of normal man and woman. A sidereal can buy this charm a number of times equal to their Resistance rating. Each purchase lets her get an additional -0 health level, 2 -1 health levels or 3 -2 health levels.
Towel Storage Technique
Cost: 2m; Mins: Resistance 4, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Ready For the World Preperation
Carefully folded into a small and unused corner of Elsewhere the Sidereal stores supplies and gear for later when her travels demand it of her. A Sidereal can store in Elsewhere a number of items(from a bag of goods, to a set of clothes, to a full set of armor) for 2m each to a maximum number equal to her Essence. When she stops spending two motes the item reappears in her hands or on her person. This charm is only Obvious when the Sidereal is putting objects away into Elsewhere. Armor pulled out of elsewhere takes as long to put on as normal and this can be aided by Ready For the World Preperation.
Another League Endurance
Cost: 3m; Mins: Resistance 3, Essence 2; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Any Resistance Excellency
The Sidereals are tireless in their committment to ensureing Creation's destiny is strong and continuous. So much so that they can put off having to deal with simple things like physical fatigue or the need to eat and drink until later. By committing 3 motes the Sidereal does not have to make Fatigue rolls and does not need to eat or drink. They can keep this up for a number of days equal to their Stamina + Resistance after which they suffer normal penalties from that point on for going without. The charm can not be used again until they get a full day of rest and 3 square meals.
Iron Ore Toughness Technique
Cost: 4m; Mins: Resistance 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, College
Duration: One scene
Prerequisite Charms: Another League Endurance
The best steel comes first from the best ores. This charm gives the Sidereal a bonus to all her soaks equal to her Essence. This charm is compatible with armor and counts as soak granted by charms.
Labors of Endurance Technique
Cost: 3m; Mins: Resistance 5, Essence 2, House of Journeys 1; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Iron Ore Toughness Technique
Behold the humble ant. He works and he works. Then he works and works some more. He has a task and does not relent from what he does. Neither do the Viziers. Stoicly they put their heads down and push on without complaint. This charm reduces the final damage of any attack to 0. The unique flaw of Invulnerability of this charm is that the Sidereal must keep up whatever task they were doing for the next two DV refreshes if at all possible. If they were retreating they must keep retreating. If they were fighting they must keep fighting. If they weren't actually doing anything they get wrapped up in following whatever thing they end up doing.
Auspicious Sidereal Lamellar
Cost: 10m, 1wp; Mins: Resistance 5, Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Iron Ore Toughness Technique
Forming 5 points of light in the colour of her essence the Sidereal forms a suit of armor for herself. This shining starmetal suit of medium armor. The armor gives 8B/8L soak, 4 Hardness, -1 Mobility Penalty, 0 Fatigue and counts as Starmetal armor for purposes of a magical material bonus. This charm is not compatible with armor.
Virtuous Direction Body
Cost: 8m, 1wp; Mins: Resistance 5, Essence 4, House of Journey's 3; Type: Simple
Keywords: College, Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Auspicious Sidereal Lamellar
Exalted were made to be weapons. Still it is their strength of soul that gave them the courage and wisdom to stand up against the Primordials and use the powers they had to attempt the impossible. That virtuous soul can be an armor to turn aside the blows of others. The Sidereal upon activating this charm chooses a virtue. Any attack that hits her, after soak, has the damage dice reduced down to a number of dice equal to the attacker's rating in that virtue. Effects which add damage or damage dice to post soak damage are then added on.