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Lord Raziere
2011-05-06, 06:41 PM
I got tired of waiting for Sidereal Errata, so here is my attempt at fixed sidereal charms. Unfortunately, I don't know if these charms are good enough to be considered fixed. So I humbly present to you these charms, and what my concept of a fixed sidereal would be

Overview:

Sidereals would be little fate generators, can operate outside fate.- their animas are more loomish and full of strings weaving patterns-

Sidereal charms are mostly about traps, plans and changing the environment to give them an advantage, with some improvisational charms.

No more astrology, is integrated into general sidereal charms.

Sidereal martial arts become utility social, mental and other stuff (don't really have any access to them, so can't really fix them myself but the concept is there).


Fate Charms:

Fate of Melodies Command
Cost: 6m
Duration:
Prerequisites: Performance 3, Essence 2
Choose a person. That person is fated to carry out one task of your choosing the next time they hear a certain song. Exalts can detect this and choose to expend 2 dots of willpower to break out of this charms effect.

Fate of Sacrifice Preparation
Cost: 3m
Duration:
Prerequisites: Melee 3, Essence 3
The Chosen of Maidens can change one’s fate to take the hit for them before they even know of battle.
With this charm, the Sidereal chooses one normal animal or mortal. That mortals fate is changed so that the next time someone attacks the Sidereal this charm activates and the mortal suddenly appears and takes the attack for them, no matter how willing or unwilling they are. This charm can be prepared multiple times but not in combat.

Fate of Arrow Inaccuracy
Cost: 5m
Duration:
Prerequisites: Dodge 3, Essence 3
The Chosen of Destiny need not dodge, for they can make sure any attack is destined to miss.
When this charm is used, the next time the Sidereal is attacked, this charm is activated and the attack automatically misses them. This charm can be prepared multiple times, but not in combat.

Fate of Crushing Ultimatum
Cost: 7m
Duration: Five Days or until the task is completed.
Prerequisites: Essence 4, Bureaucracy 4
Sometimes the Chosen of Endings need to be blunt.
The Sidereal targets a person. That person is scheduled in Yu-Shan to die in five days unless they can complete one task the Sidereal asks of them. This task cannot be impossible or be otherwise unattainable by the person’s capabilities. However at the same time the Sidereal cannot force the person to do the task through any other charm or sorcery, but they can use persuasion, bluffing and other mundane methods. Ultimately whether the person does the task is up to them. However Exalts can break free of this charm by expending 13 motes and 3 dots of willpower.

Rising Fate of (Caste)
Cost: 4m
Duration: Instant
Prerequisites: Essence 3, Any First Excellency
When this charm is activated, he can choose one of his allies, the chosen ally gains a dice bonus to one the Sidereals Caste abilities of the Sidereals choice equal to the Sidereals Essence for one roll.
Sidereals can only take their castes version of this charm.

Fate of Unseen Ambush
Cost: 5m
Duration:
Prerequisites: Melee 4, Essence 4
When preparing this charm, choose a weapon. The next time some uses a perfect defense against the chosen weapon, this charm activates and a second Unexpected, Unsoakable attack happens with only half of the first attacks hit dice. This charm can be prepared multiple times but not in combat.


Destiny Charms:

Ascending Destiny of Ineffective Assault
Cost: 8m 1wp
Duration: One Scene
Prerequisites: Dodge 5, Essence 4
The Sidereal designates a type of attack (melee, ranged, sorcerous), for the rest of the scene all attacks of that type automatically misses them as long the Sidereal does not suppress their primary virtue.

Ascending Destiny of Water and Fire
Cost: 5m 1wp
Duration: One Scene
Prerequisites: Resistance 3 Essence 2
The Sidereal chooses an element. They then temporarily change their destiny so that they are destined to be immune to that element for the rest of the scene.

Descending Destiny of Circular Navigation
Cost: 6m, 1wp
Duration: See charm description
Prerequisites: Ride 3, Essence 2
The Sidereal chooses a person or small group of people. The target loses all ability to navigate and begins to go in endless circles, becoming completely lost and unable to reach their destination as long as the Sidereal keeps the Essence committed.

Descending Destiny of the Ridiculous Truth
Cost: 5m, 1 wp
Duration: Indefinite
Prerequisites: Lore 3, Essence 3
The Sidereal chooses a person and one thing that person knows. As long as the Sidereal keeps the essence committed, nothing the person says about that thing they know will be believed by anyone, if they know a dangerous secret and spit it out in front of a crowd, said crowd will laugh uproariously at such an obvious joke.

Descending Destiny of Unending Despair
Cost: 7m, 1 wp
Duration: Indefinite
Prerequisites: Socialize 3, Essence 3
The Sidereal targets one person. That person descends into a crushing depression that imposes a -3 penalty to all Social rolls and a -1 penalty to all other rolls. The person can snap out of it by spending three willpower.

Ascending Destiny of the Shameless Flirt
Cost: 9m, 1 wp
Duration: Indefinite
Prerequisites: Socialize 3, Essence 3
The Sidereal weaves strings of happy socializing around themselves. As long the Sidereal constantly flirts with people around them, they add four dice to all Social roles, no matter how inappropriate the situation. This charm ends of course when they stop flirting.

Destiny of the Forged Weapon
Cost: 10m, 1 wp
Duration: Indefinite
Prerequisites: Craft 3, Essence 2
When the Sidereal is crafting a weapon, they use this charm to tie strands destiny around it that lead back to the Sidereal. The result is that the crafted weapon will always be destined to return to the Sidereal. If they are disarmed, this weapon will through some freakish luck, end up back in the Sidereals hand. If the weapon is thrown, it will somehow act like a boomerang and be caught effortlessly. Even if the Sidereal locks the weapon in a chest and leaves it while they go to the next town over, they can call it up again and it will appear through weird events of chance, such as a thief robbing the chest, coincidentally going to the next town, who gets robbed by another thief, goes up onto the roof and trips, dropping the weapon right back into the Sidereals hand. This charm does not end with the Sidereal dying and the weapon will come to the next Sidereal to receive the Exaltation of the one who forged it. A Sidereal can of course choose to break these strands of destiny for five motes.


Other Charms:

Sidereal Escape Plan
Cost: 15m, 1wp
Duration: One day
Prerequisites: Survival 5, Essence 5
Sometimes plans go awry and Sidereals need a way to escape and regroup. This is where this charm comes in. The Sidereal ties their and his Circles fate to a specific location, if the Sidereal decides the situation is too dire to continue, they can activate the charm and the rope of fate tying themselves to that location will instantly “reel” them in like a fishing rod, pulling them through Elsewhere and depositing them back at their tied location. Once this is done, the charm will need to set up again to be used.

Horoscope-Making Technique
Cost: 20m, 1 wp
Duration: Instant
Prerequisites: Craft 5, Essence 4
While Solars can shape the Wyld, Sidereals, as agents of the Bureau of Destiny, can determine the When and How of how things happen.
When using this charm, the Sidereal designates one event that they desire to happen in Creation and the time of when it will happen. The Loom of Fate then shows the Sidereal the conditions they will need to fulfill for the event to transpire. The bigger the event and shorter the time generally means the conditions will be harder to achieve, while smaller events and longer time makes the conditions to achieve easier. There are some events of course that are impossible to achieve, ever, and the Loom will only show up an error for the Sidereal trying to make it so.

Lord Raziere
2011-05-06, 10:35 PM
......Are they that bad? :smallfrown:

Lord Raziere
2011-05-07, 09:39 AM
Y'know what, I don't care. I'm gonna make more and if they don't comment upon them so that the charms can be improved, their loss. either that or they are too stunned by their awesomeness to comment. either way, I'm making more

Horoscope-Making Technique
Cost: 20m, 1 wp
Duration: Instant
Prerequisites: Craft 5, Essence 4
While Solars can shape the Wyld, Sidereals, as agents of the Bureau of Destiny, can determine the When and How of how things happen.
When using this charm, the Sidereal designates one event that they desire to happen in Creation and the time of when it will happen. The Loom of Fate then shows the Sidereal the conditions they will need to fulfill for the event to transpire. The bigger the event and shorter the time generally means the conditions will be harder to achieve, while smaller events and longer time makes the conditions to achieve easier. There are some events of course that are impossible to achieve, ever, and the Loom will only show up an error for the Sidereal trying to make it so.

StormRaven
2011-05-09, 05:44 AM
Your charms need a bit of work. I'll give you some comments on each from my opinion as some who runs a Sid. First off, you need keywords on all of these, Second, having actual mechanics will get you more comments, Third, you might consider upping the essence and ability requirements. You also need charm type (Reflexive, Simple, Supplemental, Permanent)


Fate of Melodies Command
Cost: 6m
Duration:
Prerequisites: Performance 3, Essence 2
Choose a person. That person is fated to carry out one task of your choosing the next time they hear a certain song. Exalts can detect this and choose to expend 2 dots of willpower to break out of this charms effect.
On the topic of Keywords, here's a place they'd be helpful. Is this a Servitude effect, Illusion Effect or Emotion effect, does this effect creatures outside of fate? Is it shaping? On Mechanics, what is a task? Is this Natural Mental Influence? How long does it last, are the motes committed untill the task is done? On requirements without knowing the above we cannot figure out the power level and the essence minimums. I could write a charm that was Essence 2 or one at Essence 4 for the same basic theme.





Fate of Sacrifice Preparation
Cost: 3m
Duration:
Prerequisites: Melee 3, Essence 3
The Chosen of Maidens can change one’s fate to take the hit for them before they even know of battle.
With this charm, the Sidereal chooses one normal animal or mortal. That mortals fate is changed so that the next time someone attacks the Sidereal this charm activates and the mortal suddenly appears and takes the attack for them, no matter how willing or unwilling they are. This charm can be prepared multiple times but not in combat.
As written either useless or overpowered. I think what you want is a ranged defend other charm, which considering Lunar ranged defend other charms and Throne Shadow form should be Essence 4 for willing targets and essence 5 for unwilling. This also needs a range that the target can be at.


Fate of Arrow Inaccuracy
Cost: 5m
Duration:
Prerequisites: Dodge 3, Essence 3
The Chosen of Destiny need not dodge, for they can make sure any attack is destined to miss.
When this charm is used, the next time the Sidereal is attacked, this charm is activated and the attack automatically misses them. This charm can be prepared multiple times, but not in combat.
Mechanics issues again, I assume this is meant to be a perfect dodge. This could work either by decreasing the attack pool to 0 or as a perfect dodge depending on step. It's competing with Duck Fate, one of the best Sid defenses and a Essence higher.



Fate of Crushing Ultimatum
Cost: 7m
Duration: Five Days or until the task is completed.
Prerequisites: Essence 4, Bureaucracy 4
Sometimes the Chosen of Endings need to be blunt.
The Sidereal targets a person. That person is scheduled in Yu-Shan to die in five days unless they can complete one task the Sidereal asks of them. This task cannot be impossible or be otherwise unattainable by the person’s capabilities. However at the same time the Sidereal cannot force the person to do the task through any other charm or sorcery, but they can use persuasion, bluffing and other mundane methods. Ultimately whether the person does the task is up to them. However Exalts can break free of this charm by expending 13 motes and 3 dots of willpower.
This needs a roll and seems really overpowered. Keywords, Mechanics, Type are all needed.


Rising Fate of (Caste)
Cost: 4m
Duration: Instant
Prerequisites: Essence 3, Any First Excellency
When this charm is activated, he can choose one of his allies, the chosen ally gains a dice bonus to one the Sidereals Caste abilities of the Sidereals choice equal to the Sidereals Essence for one roll.
Sidereals can only take their castes version of this charm.
Ok...Is this a general charm? Is it a excellency? Can a Chosen of Battles have the First Stealth Excellency and take this. Why the First considering the Second is far better for Sidereals?



Fate of Unseen Ambush
Cost: 5m
Duration:
Prerequisites: Melee 4, Essence 4
When preparing this charm, choose a weapon. The next time some uses a perfect defense against the chosen weapon, this charm activates and a second Unexpected, Unsoakable attack happens with only half of the first attacks hit dice. This charm can be prepared multiple times but not in combat.
This is at least a essence 6 charm for a Solar Tier Exalt. For a Celestial? Essence 8. Again Keywords, Type, Mechanics.


I'm going to stop here. I think you've got some ideas that could work as sidereal charms in flavor. But you don't seem to have the mechanical background to pull these off at the moment. I really suggest looking at the sidereal and lunar charms again. The Exalted wiki has some articles both on balance, charm creation and the issues with the sidereal rules at the moment. And maybe run a sid for a bit? They actually are playable.

Lord Raziere
2011-05-09, 08:46 AM
'kay I'll do that.....they are meant to be charms that you set up, then activate at a later time, more like scheduling things on the Loom of Fate, astrology charms and such than using charms that snarl it like all the other Exalts, general master mind type stuff and using the Loom rather than working against it... but as you can see, they are horrible.