Sssssz/ElderSidCharms
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"Elder" Sidereal Charms
Now, this is a idea I had for a while (read as a day); given that the Scriptures are referring to the Primordials, perhaps there were actually more Sidereal Charms of greater power, however were locked and hidden by the Maidens themselves because they reflected too much on the Primordial's twisted aspects? Taking a look at the structure of Sidereal Charms, they consist of few Charms which conclude in one ultimate Charms. These ultimate Prayer Strip Charms are paired with the scriptures. Now... take a look at Martial Arts, which is so dear to the Sidereals for some reason. Almost all Martial Arts Charms consist of student Charms, a form Charm, elder Charms and one Ultimate Charm. This applies the same with the Sidereal Martial Art styles, except that they are closely tied with the Sutras...
Perhaps, maybe all Sidereal Charms are supposed to be like MAs? With the early Charms being student Charms, the Strip Charm as the Form, and with "Elder" Sidereal Charms and the true Ultimate Charm forbidden? Sidereals, through the Loom of Fate and Pattern Spiders, work with destiny and, by a little extension, reality. What would Sidereal Charms of higher power look like? Since preexisting Charms already hack destinty to the possible maximum (Transcendent Hatchet of Fate for example,) I see them actually messing with reality... Understanding the Scriptures, which were engraved on the Loom of Fate way before anyone realized, allow the Sidereals to overcome its constraints to the Loom and work the reality which it is based upon. Somewhat like how form Charms allow an Exalt to learn higher Charms, as the form Charms themselves are lessons and understandings.
Of course... If this is true, then why would the Maidens have forbidden their use? I can think of a few reasons, right now. 1) The Sidereals were meant to work the Loom of Fate, not surpass it. 2) The Elder Charms are too similar to the Primordials. Even if these Charms overcome destiny, the Sidereal's tie to the fate would wreck the Loom and potentially the rule of gods. 3) Somewhat like #2, except now that the Maidens can't trust their Exalts enough. If they play with Primordial powers too much, they might become their followers!... or... 4) Some of these Charms disturb the Game of Divinity. If it's reason #1, #3 and #4, perhaps with the Maiden's permission the Sidereals could relearn these lost Charms... But for #2... it would take an epic quest and perhaps banishment from Yu-Shan and Creation to rediscover them...
Well! In any case, I think I'll try to write these "Elder" Sidereal Charms, regardless who futile this would be given that E2 has been out for a season now... Oh, well. Also, I don't mind if you feel like posting your own. I think this is a pretty interesting idea. >_>
Something I wanted to mention but couldn't: Maybe this might explain why Sidereals can't make custom Charms and why Nephilpal said that the Sidereals are dark reflections of themselves. Based on the Scriptures, which perhaps are ancient names of the Primordials, Sidereal Charms have very narrow path to be stable... Sprouting off might fall into the Primordial of the Ability's control... or... something. Oh, also, about Neph's comment. Sidereals are paragons of order and stability. However, their power sprouts from the Primordials, whom the Exalts themselves have kicked out and are only a step away from Deep Wyld themselves... Also, currently, they are very crazy...
Endurance
- The ultimate Charm which is a universal perfect effect. The Sidereal burns off a point of Permanent Essence (or maybe Willpower, or something very, very dear to the Exalt) and the reason why s/he is doing this, and makes an action--and it must happen. Well, as long as its reasonable. The Sidereal may never learn why s/he did it. After all, you have no use for beginnings.
Thrown
- A Charm that grants a projectile infinite range. However, the target must be named and the target is made very aware of this Charm's effect. The speed does not change. It's just that the thrown weapon does not stop to pursue its target.
- A Charm that makes a projectile unstoppable. The Sidereal throws her weaponry, and it flies to the target like normal. However, if it is dodged or parried, it comes back to attack the target again next turn with same speed and accuracy success. If it is hit, the projectile leaps out of the wound and arcs through space only to hit the target again. This persists for (Essence) turns.
- The ultimate Charm which locks the target in its last action for (Essence) hours (days?). If the attack made with the Charm does at least a single level of damage, the target is robbed of judgment and forced to repeat its last action. After all, you can't quit now.
Dodge
- A Charm which severs any interaction between you and your target. You cannot be influenced by the target and the target cannot be influenced by you.
- The ultimate Charm which always gives the Sidereal perfect dodges against a certain target. It's very unlikely that the target may harm you again... but here's the deal: the target gains automatic success equal to your Essence in every action causing you trouble. After all, love is smiling at your troubles.
Performance
- A Charm that gives you automatic success in defence by the difference between the offender's attacking Ability and your defending Ability. If you are more skilled than the attacker, the Charm has no benefits for you.
- A Charm that makes a botch count as success, but not failures. Your horrible mistake was a blessing in disguise; people thought it was cute and they like you more.
Archery
- A Charm that allows the Sidereal to make an Archery attack without a bow or without an arrow. After all, the representative of flexibility should be able to work not being able to attack out. It would be a Permanent Charm, enhancing the Sidereal's ability overall. Such attack would spend a mote or two, and would count as a natural ability. So, the Sidereal could use a Charm with it... or... something. (Alternatively, this could cost no mote at all. The Sidereal doesn't accomplish anything with this Charm itself. It only gives a reason to use arrow enhancing Charms, such as Many Missiles Bow Technique.)
- A Charm that allows the Sidereal to use stats of any bow he has used before. Using this Charm, the Sidereal can use stats of the Powerbow of Perfect Accuracy with a composite bow in hand. I'd like this Charm to allow a Sidereal to use a firewant like a bow. It would be funny.
- A Charm that makes an arrow ignore any form of defence short of perfect defences. A flexibe arrow should be able to fly through obstacles such as evasion, physical knockoff, layers of armor and toughness of the target's skin. In other words, a perfect attack which ignores soak of any kind.
Medicine
- A Charm which begins a death of something. Perhaps, the Charm C&Ps the target's death to current state. It wouldn't be insta-kill, no, but it would start a chain of event that brings the target's ultimate demise... Though an intervention of a force out of fate could change it.
- A Charm that makes death die. If used on a denizen of the Underworld, the target suddenly loses its property of being dead and is merged back to the Loom of Fate...
- The ultimate Charm which makes a thing die. After all, there's always an ending. (Pattern Spider Touch?)
Comments plz
Well well, I decided to be brave and posted this on Exalted Wiki. I'd like to hear what you think of the concept and, if you have some, your additions. :P - sssssz
I like all the options, however, # 2 could lead to the #3... a means where the Sidereals could surpass their mistresses, with the possibility of the Sidereals ursupting the 5 maidens just like they kicked out the Primordials. Perhaps, the elder sidereal charms can only be learnt if you're willing to do things that shouldn't be done, like listen to the Yozi. ~ haku
Or another possibility is to note that you need permission to use the higher charms. In the existing charms, you can get that permission from the Maidens. Perhaps higher-tier charms require permission from other beings? To get permission to use them, you'd need a Primordial (possibly a very specific one) to authorize it. Of course, the odds of that are slim, and as such, even a Sidereal who managed to learn one of them could never use it - and how does one learn to do something one can never do? It's not like you can practice. Thus, the absence of Primordial allowances prohibits the Sidereals from doing the higher-level effects. Unless, of course, one were to get a Primordial's permission. Which, in and of itself, should worry any Sidereal. -- GreenLantern
After reading and thinking about the WarpAndWeft thingymahoojie and re-reading the various Sidereal astrology bits as well as more about the Loom, I had a thought: It says that in the early days, Sidereals directly wove at the Loom, and that the pattern spiders also serve as a check on Sidereal power. So.. what if these Elder charms are in fact the most pure form of Sidereal astrology, basing the various charm effects off of the existing materials and effects of the corresponding astrology section? It even mentions that the Exaltation of a sidereal cannot be removed from the Loom of Fate by any force. Hm. ~Capric