Darzoni/WoDExaltedSidereal
Mechanical information for using Sidereal Exalted in the World of Darkness.
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It is said the stars foretell the future, and that the fate of all things is governed by the heavens. So it is fate then, which allows the Sidereals to manipulate probability and destiny itself. A Sidereal Exalt is picked from birth for his auspicious destiny, his life’s history preordained for a mastery of fate.
Essence
A Sidereal's Personal Mote pool is (Essence x 2) + Willpower.
A Sidereal's Peripheral Mote pool is (Essence x 5) + Willpower + (Sum of Finesse Attributes).
Ability Cost & Limitations (Incomplete)
A Sidereal pays 1 mote for buying turn-length bonus dice. They pay 1 willpower and 5 motes for scene-length bonus dice. Dice cost 2 Motes for each die.
The maximum number of dice a Sidereal can add by spending Motes is equal to his Essence.
Example: An Essence 2 Sidereal in tense negotiations with a terrorist group holding a building hostage wants to use essence to make his words seem more believable, so he spends 1 willpower and 5 motes of personal Essence to add bonus dice for the scene to his Presence+Persuasion pool, buying 2 dice for 4 motes (again spending from personal essence as to not trigger his anima). He has spent 1 willpower and 9 motes to add 2 dice to his Presence+Persuasion dice pool for the rest of the scene. His player chose the scene-length bonus because he was unsure how long negotiations would take. If he had chosen the turn-length bonus, he would have spent 5 motes per roll.
Sidereal Abilities (Research and Edit)
Sidereals can alter the target numbers needed to consider a dice a success. They spend 1 point of temporary willpower to activate this ability, and 2 motes for each step of reduction. Thus to reduce the target number from 7 to 5 would cost 1 willpower and 4 motes. You may reduce the target number to a minimum of 4 before you have exceeded merely suggesting fate and cross over into the boundary of dictating it, meaning you can only reduce a target number to 4 before you can and must trigger the following: By spending another point of Willpower and 2 more motes, you have achieved a perfect success on the dice pool. This means that every dice is considered to be a single success. This may actually not be optimal due to the fact that if you had rolled your dice pool you had the possibility of rolling 10s, and therefore more successes than there were dice. The Sidereal who invokes this perfect success clause must roll their Fate.
Example: The Sidereal's negotiations with the terrorists are not going well. He begins manipulating fate to make it easier to convince them. He spends 2 willpower and 8 motes to convert his next Presence+Persuasion dice pool to a perfect success. He must roll Fate for doing so, however. There is also the chance (however unlikely), that the terrorist leader could have gotten more successes than the Sidereal.
Sidereals, manipulators of fate and destiny, are able to assume other identities by weaving their false identity into fate itself. Breaking cover before dismissing it invokes Fate. (More later.)
Because the supernatural disrupts the threads of fate, Sidereals can tell when something supernatural is nearby. Sidereals can sense other Exalted and supernatural objects (such as talismans or spiritual weapons) by a Wits+Composure roll. They may extend this sense to other supernatural creatures, but it is more difficult to do so, requiring 3 successes to sense other supernatural creatures. This only senses Exalted and other supernatural creatures within a radius of Wits x Essence yards.
Fate (Research & Write)
Manipulating fate is a tricky business, and sometimes you accidentally erase yourself from fate. Sidereals start with a Fate of 10, representing their firm entrenchment in the fabric of fate. Each time Fate is invoked, the player rolls a number of dice equivalent to what they would roll for Morality (5 dice for a Fate of 10, for instance). If there is 1 or more successes achieved, then the Sidereal has managed to avoid tearing himself further from fate. Otherwise, the Sidereal has accidentally rewritten his own personal fate and lowers his Fate by 1. People start forgetting the Sidereal exists, or their personal history no longer includes the Sidereal. It affects the people whose fates are least entwined with the Sidereal first, affecting their ability to remember them in the long term. Eventually, even the closest allies of the Sidereal will forget the existance of the Sidereal as fate around the Sidereal unravels further. At a Fate of 1, the only people in existance who will remember their interactions with the Sidereal are other Sidereals. The Storyteller is left to determine the exact effects.
When a Sidereal has a Fate of 0, then they have damaged their fate beyond repair. The Sidereal has been erased from destiny, able to see everything and change nothing.
You may purchase Fate with XP as you would Morality. It represents time and effort spent repairing your damaged fate.
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