BogModAlternateSidereals/Resistance

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Constellation of the Mast


Outrunning Destiny Method
Cost: 3m; Mins: Resistance 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None

No one can actually outrun their destiny but still some things the Viziers just don't have time to deal with that moment. So they put it off until later. A Sidereal who has caught a Sickness effect can spend and commit 3m to putting the disease on hold. They do not suffer its effects, they can't transmit it to others but neither does it get better while its put on hold. Ending the committment causes the disease to continue to affect them as normal. The Sidereal can use this charm against multiple diseases.


Outpaced Destiny Method
Cost: 3m; Mins: Resistance 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
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 damage from a poison the Sidereal can spend 3m. This puts the poison on delay until she no longer commits the motes. It doesn't cure the poison it merely makes her have to deal with the penalties and damage later. The Sidereal can use this charm against multiple poisonings.


No-Time-to-Die Technique
Cost: 5m/wound; Mins: Resistance 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerquisite Charms: Outrunning Destiny Method, 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.


Disease Delayer(1) Poison Delayer(2)

Wound Delayer(3), connects from 1 and 2.

Mental Effect Delayer(4), connects from 3. People can fix delayed effects(5), connects from 3.


Armor Donner, instant but DV pen = to mob pen until action refreshes(1b)

Elsewhere storer, can carry multiple armor & outfits(2b), connects to 1b.


Ox-Body Technique(1c). Options are 1*-0 or 2*-1 or 3*-2.


Any Res Ex(1d)

Specific task based fatigue and sleep and food ignorer(2d), connects from 1d. Soak Booster, +essence to soaks(3d), connects from 1d.

Armor Maker(4d), connects from 3d. Hardness charm(5d), constellation charm, connects to 3d.

College, sets base damage of attacks against sid equal to a virtue sid chooses during charm activation.