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(FAQ)
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===Q: Does this mean you're giving Sidereals a hero style?===
===Q: Does this mean you're giving Sidereals a hero style?===
* A: Yes. With a petition to the Maidens, they can even create extensions to the style which only they can use.
* A: Yes. With a petition to the Maidens, they can even create extensions to the style which only they can use.
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 +
[http://www.londonculturalresource.com/document/cultural-metropolis-mayors-cultural-strategy http://www.londonculturalresource.com/document/cultural-metropolis-mayors-cultural-strategy] [http://stylesum.com/style/zanchk-stella-mccartney-handbags-look-at-graceful-appeal http://stylesum.com/style/zanchk-stella-mccartney-handbags-look-at-graceful-appeal] [http://www.wetandmessyforum.com/node/99 http://www.wetandmessyforum.com/node/99] [http://greenenergymaine.com/blog/transportation-posts/growing-market-hybrid-electric-vehicles-and-plug-hybrid-electric-vehicles http://greenenergymaine.com/blog/transportation-posts/growing-market-hybrid-electric-vehicles-and-plug-hybrid-electric-vehicles] =-=
==Assorted General Changes==
==Assorted General Changes==

Revision as of 00:58, 27 June 2012

OH HAY IT'S A SIDEREAL REWRITE. And it still won't take as long as Dragon-Blooded. God, that book fills me with hate.

Contents

FAQ

Q: Why are you rewriting the Sidereal charmsets?

  • A: I don't mind their trees being weird and esoteric. But as written, they aren't even that. Several charms are either in the wrong trees, have willpower or mote costs that are a holdover from First Edition, or are incorrectly keyworded. Duck Fate costs as much as some TCS/SCN spells. There is at least one tree which is almost entirely dependent upon Mass Combat and/or Mandate of Heaven in order to be more than a waste of player XP. And so on.

Q: Why did you remove the Maiden keyword?

  • A: Because it's redundant. Besides which, the Exaltation itself should be all you need to use your own magic. It'd be like a Solar having to ask the UCS if he could use Heavenly Guardian Defense which I think we can all agree is a pretty silly idea.

Q: What's the point of this rewrite?

  • A: Ideally, once completed this charmset will put Sidereals on a roughly equal footing with the other Celestial Exalted, giving their charmsets some balance without making them absolute monsters in combat. A well-rounded (not even combat-twinked) Lunar or Solar of equal Essence should be fine against one of these guys, but they'll be an actual challenge instead of "lol paper ninja". They'll still be irritating to fight, in the way that most status-effect boss types are, but it's nothing you can't overcome.

Q: Does this mean you're giving Sidereals a hero style?

  • A: Yes. With a petition to the Maidens, they can even create extensions to the style which only they can use.
http://www.londonculturalresource.com/document/cultural-metropolis-mayors-cultural-strategy http://stylesum.com/style/zanchk-stella-mccartney-handbags-look-at-graceful-appeal http://www.wetandmessyforum.com/node/99 http://greenenergymaine.com/blog/transportation-posts/growing-market-hybrid-electric-vehicles-and-plug-hybrid-electric-vehicles =-=

Assorted General Changes

  • The limitations upon Charms keyworded Fate still apply - if the Sidereal is in the Underworld, Malfeas, or the Deep Wyld when attempting to use them. Fate-keyworded Charms increase in difficulty by 1 in shadowlands and bordermarches, 2 in middlemarches.
  • I might create an Astrology keyword to replace Mandate so I don't have to strike certain charms entirely. Dunno. Still on the fence here.
  • Now and forevermore, the First Excellency includes the option of a penalty buyoff that ignores the cap.

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: As stated in MOEP: Sidereals.
    • Serenity: As stated in MOEP: Sidereals.
    • Battles: As stated in MOEP: Sidereals.
    • Secrets: As stated in MOEP: Sidereals.
    • Endings: As stated in MOEP: Sidereals.
  • 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, no resplendent destiny crafting.
  • 7 Backgrounds
  • 15 Bonus Points

Charms

JOURNEYS

Athletics: The Mast
Ride
Sail
Survival
Thrown

SERENITY

Craft
Dodge: The Ewer
Linguistics
Performance: The Musician
Socialize: The Lovers

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

  • Kon will work on the following:
    • Golden Barque of Journeys Style
    • Cerulean Lute of Harmony Style
    • Crimson Panoply of Victory Style
    • Forbidding Manse of Ivy Style


Violet Bier of Sorrows Style

Sidereal Martial Arts

Golden Laughter of Children Style - A peculiarly defensive style invoking the dichotomy of youthful innocence and using it as a weapon against one's foes. Sutra by Lynne, fluff and mechanics by Kailan and Seras, and editing by Svadisatma. Hooray for joint projects.

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