Main Page

From Sidsfix

(Difference between revisions)
(SERENITY)
Line 56: Line 56:
[[Dodge]]<br>
[[Dodge]]<br>
[[Linguistics]]<br>
[[Linguistics]]<br>
-
[[Performance]]<br>
+
[[Performance: The Musician]]<br>
[[Socialize]]<br>
[[Socialize]]<br>

Revision as of 14:34, 15 April 2008

Because whoever White Wolf put in charge of updating the Sidereals' charms for 2e Exalted apparently does not know how to (1) keyword or (2) write Charms. It's ridiculous that their charm trees are so horribly staggered and uneven and stuffed with speed bumps that a single Dragon-Blood could dish out pwnination. To a Celestial. Epic fail is epic.

Ideally, once completed this charmset will put Sidereals on a roughly equal footing with Lunars. I would like to eventually have the 2e mechanics back up the fluff for Sidereals and Dragon-Blooded; as currently written, the Usurpation should have been impossible. Maybe once I'm done, Sidereals will be fun for people to play again.

Contents

Assorted General Changes

  • The Sidereal dice cap is now Attribute + Ability. Deal with it. There's no valid reason for them to have such a shitty dice cap, other than stupid sid bashing. This should be less punishing to younger Sidereals.
  • The limitations upon Charms keyworded Fate still apply - if the Sidereal is outside Fate when attempting to use them. Otherwise treat attempts at unnatural mental influence/shaping upon creatures outside fate as a contested roll.
  • The Maiden keyword has been removed. Period. There is really no reason for this keyword to exist, since most STs I know who run Sidereal games would automatically allow use of these charms without worrying about the PCs gaining authorization for them. If you want to keep your players from abusing their charms, that's your job as the ST, it's not White Wolf's job to police you.
  • The Mandate keyword and any Charms that require it? Also gone. Because let's face it, who even uses Mandate of Heaven? Be honest.
  • Now and forevermore, the First Excellency includes the option of a penalty buyoff that ignores the cap.

Impending Changes

  • Resistance is Battles-favored.
  • Ox-Body Technique has been expanded to include the option of a single -1 health level or -0 health levels, purchased a number of times equal to the Sidereal's Resistance.
  • Water and Fire Legion, being a charm that requires Mandate of Heaven Rules, is gone.
  • Sidereal War is getting an overhaul. DEAR WHITE WOLF: If 3/4ths of a full tree requires mass combat or Mandate to be remotely useful, you are doing it wrong.
  • Sids now have a hero style! :D Violet Bier of Sorrows gets its own section, in a far less powerful form, as a general CMA.
  • Duck Fate costs 5m, not 10. Leaving it as expensive as it is is just... weird, and nonsensical in 2e.
  • I'm considering beefing up their Dodge tree with another charm, since it's kind of small as-is.
  • Avoidance Kata has the Fate and Shaping keywords (not Illusion), which means any opponent with defense against such things will still remember there was a fate ninja about to get owned in the face, but no Lunars, you don't get to stop them from moving somewhere else. Given that Sids have to use this Charm within their first three actions in combat, its usefulness is pretty limited as-is, I'm not downplaying it further. Yes, it's frustrating. Yes, Sidereals are smug bastards. Deal.
  • Graceful Crane Stance will be added to the Athletics tree.
  • Defense of Shining Joy is clarified to be the Sidereal's Performance score for the purposes of DV calculation, NOT a straight addition to DV. Check the example given in the fluff text to see what I'm talking about here. I am tired of people complaining about this charm.
  • Athletics is Journeys-favored.

Character Generation Rules

Bureau Sidereals

  • Attributes: 8/6/4
  • 35 Ability Points, no ability over 3 without bonus points. Your character MUST have the following: Awareness 2, Bureaucracy 2, Linguistics (Old Realm) 1, Lore 3, Martial Arts 2, Occult 2, Socialize 1, Stealth 1 and at least one dot in either Archery, Melee or Thrown. Other requirements by caste are as follows:
    • Journeys:
    • Serenity:
    • Battles:
    • Secrets:
    • Endings:
  • 12 Charms. None may be Sidereal Martial Arts.
  • 7 College dots. At least one dot must be in a caste-related college.
  • 13 Backgrounds
  • 18 Bonus Points

Ronin Sidereals

  • Attributes: 8/6/4
  • 28 Ability Points, to be allotted anywhere. None over 3 before bonus points.
  • 10 Charms. None may be SMA.
  • 5 College Dots. Caste colleges ONLY, and you cannot take resplendencies.
  • 7 Backgrounds
  • 15 Bonus Points

Charms

JOURNEYS

Athletics: The Mast
Ride
Sail
Survival
Thrown

SERENITY

Craft
Dodge
Linguistics
Performance: The Musician
Socialize

BATTLES

Resistance: The Banner
Archery: The Quiver
Melee
War
Presence

SECRETS

Larceny
Lore
Occult
Stealth
Investigation

ENDINGS

Awareness
Bureaucracy
Integrity
Martial Arts
Medicine

Martial Arts

Celestial Martial Arts

Violet Bier of Sorrows Style

Sidereal Martial Arts

Personal tools