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Because whoever White Wolf put in charge of updating the Sidereals' charms for 2e Exalted apparently does not know how to keyword. They need fixing so they make sense and that is what they will get. The end, amen.
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Because whoever White Wolf put in charge of updating the Sidereals' charms for 2e Exalted apparently does not know how to keyword, and it's ridiculous that their charm trees are so horribly staggered and stuffed with speed bumps that ''a single Dragon-Blood'' could dish out pwnination. To a Celestial. No. This is hopefully the beginning of a rewrite (and I have every intention of restructuring DB charms as well).
==Assorted Changes==
==Assorted Changes==

Revision as of 13:54, 15 April 2008

Because whoever White Wolf put in charge of updating the Sidereals' charms for 2e Exalted apparently does not know how to keyword, and it's ridiculous that their charm trees are so horribly staggered and stuffed with speed bumps that a single Dragon-Blood could dish out pwnination. To a Celestial. No. This is hopefully the beginning of a rewrite (and I have every intention of restructuring DB charms as well).

Contents

Assorted Changes

  • The Sidereal dice cap is now Attribute + Ability, because every other Exalt in the setting has this cap.
  • Charms keyworded Fate now only apply if the Sidereal is outside Fate when attempting to use them. Otherwise treat any attempts at unnatural mental influence/shaping as a contested roll.
  • Charms keyworded Maiden have unlimited application if there is immediate danger to the integrity of the Loom of Fate. Otherwise there is a Severity 3 offense to invoke them.
  • Now and forevermore, the First Excellency is a penalty buyoff that ignores the cap.
  • Athletics is Journeys-favored, Resistance is Battles-favored.
  • Sidereals now have a hero style. Violet Bier of Sorrows gets its own section.

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
Ride
Sail
Survival
Thrown

SERENITY

Craft
Dodge
Linguistics
Performance
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

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