nWoD and from what I've heard, Exalted 3e make Backgrounds a form of Merit, which is probably why Hazard mentioned "Merits, also known as Backgrounds." It's probably nWoD confusion.

Depending on how that works (ie mandatory merit dots at creation like how BP used to be) that could lead to some rather interesting differences in characters at creation.


"I have ten thousand tiger warriors equipped with the finest weapons and armour"
"I have the cauldron that Salina prepared the ritual ingredients in for her working"
"My best friend is the first born daughter of the Tyrant Lizard Avatar"
"I have Encyclopedic Knowledge, Eidetic Memory and can speak every common language and half a dozen that aren't"
 
Of course when I have such players whenever I start a game I always make sure to put down the clause "I reserve the right to deny any character I feel are too ridiculous. And then smack you upside the head with the rulebook for trying to game the system."

After it was made apparent I was not, in fact, bluffing with the latter such applications stopped coming in. :V
 
Of course when I have such players whenever I start a game I always make sure to put down the clause "I reserve the right to deny any character I feel are too ridiculous. And then smack you upside the head with the rulebook for trying to game the system."

After it was made apparent I was not, in fact, bluffing with the latter such applications stopped coming in. :V

Ummm each of those can be justified as a perfectly valid exalted character... technically each is balanced against each other.

The first might be a Dawn, with his followers being a coalition of tribes sworn to follow him after he lead them against the Fae.
The second is obviously the parties sorcerer, and even if the caldron isn't a crucible of Tarim it might provide benefits towards magical workings.
The third might have saved the Daughters life, or preformed a great service towards the avatar to earn a boon or service.
The final one might be the parties Eclipse Diplomancer, able to call upon long forgotten pacts in the secret languages they were sworn in. Perhaps they know rocktongue and call upon the Jadeborn for service, or the secret click and drum beat used in the Scorpion Empire.
 
Depending on how that works (ie mandatory merit dots at creation like how BP used to be) that could lead to some rather interesting differences in characters at creation.


"I have ten thousand tiger warriors equipped with the finest weapons and armour"
"I have the cauldron that Salina prepared the ritual ingredients in for her working"
"My best friend is the first born daughter of the Tyrant Lizard Avatar"
"I have Encyclopedic Knowledge, Eidetic Memory and can speak every common language and half a dozen that aren't"

The GM should probably step in if he can't find a way to give all the characters screentime. But like, you could totally set up an adventure where all of these are important.

Exalt #4 translates an ancient book that says something about a really cool thingy that can be done, which Exalt #2 has the artifact to do. Because of shenanigans, Exalt #3's friend is important to this, and Exalt #1 has to defend the party from the giant-ass army which wants to get the stuff first. Something like that, with more subtleties (obviously).
 
CASUAL AND CALLOUS TOYS
Cost: 1-5m; Mins: Firearms 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Holistic Bullet Methodology
Cushion yourself all you like, the world is full of hidden sharp edges. The Sidereal acquires and readies a mundane firearm from somewhere nearby, spending motes equal to the weapon's Resources value. Perhaps she finds a pistol conveniently discarded in an alley, or pulls a shotgun from beneath a sofa pillow. The weapon is clearly pre-used, though any official identification (serial number, etc) has been destroyed. Its clip holds ammunition equal to her successes on a Valor roll, up to the weapon's usual maximum.

The Sidereal does not retain the weapons this Charm presents to her. At the end of the scene, they are left in the area she first "found" them - with their original complement of ammunition. If she does not discard them herself, chance or inattention takes them from her hands (or those of her allies). If the Sidereal deliberately damages or discards one of these firearms in a way that makes it unusable, she loses access to this Charm and its prerequisite for the rest of the week - one who takes advantage of the world's capacity for thoughtless harm cannot guard others against it.

SEVENTH SHOT EFFIGY
Cost: 3m; Mins: Firearms 4, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Storm Clouds and Ravens Prophecy
Bullets don't care about allegiance or intent. In this, they are honest. The Sidereal can use this Charm in Step 9 after dodging a ranged attack - the projectile flies on and strikes another character of her choosing. This unintended target must be within the attack's original range, but need not be in the projectile's apparent path - untimely richochets are what life is made of. The attack is resolved using its original traits and rolled successes, including any magic - though it is considered a counterattack, the Sidereal herself cannot enhance it except with Capricious World Roulette, which she may use at a three-mote discount.

A second purchase allows the Sidereal to take a special Defend Other action, targeting any character she can perceive (in person). This does not let her offer them any actual support, but instead allows her to use this Charm whenever they dodge or miss a ranged attack, redirecting it as described.

Sidereal Firearms. No sense of right or wrong.
 
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CASUAL AND CALLOUS TOYS
Cost: 0-5m; Mins: Firearms 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Holistic Bullet Methodology
Cushion yourself all you like, the world is full of hidden sharp edges. The Sidereal acquires and readies a mundane firearm from somewhere nearby, spending motes equal to the weapon's Resources value. Perhaps she finds a pistol conveniently discarded in an alley, or pulls a shotgun from beneath a sofa pillow. The weapon has a full clip of ammunition and is clearly pre-used, though any official identification (serial number, etc) has been destroyed. Its clip holds ammunition equal to her successes on a Valor roll, up to the weapon's usual maximum.

The Sidereal does not retain the weapons this Charm presents to her. At the end of the scene, they are left in the area she first "found" them - with their original complement of ammunition. If she does not discard them herself, chance or inattention takes them from her hands (or those of her allies). If the Sidereal deliberately damages or discards one of these firearms in a way that makes it unusable, she loses access to this Charm and its prerequisite for the rest of the week - one who takes advantage of the world's capacity for thoughtless harm cannot guard others against it.
No limitations on how many times this can be used in a scene i see, this could get ridiculous if a group of sidereals are fighting each-other.
 
Sidereal Firearms remains Best Charmset.
It lets you reduce target number on *damage* rolls. It's pretty darned awesome.

though solar firearms +panoptic fusion = automatic 3 successes from aiming without needing to make aim actions, so it's also pretty boss.

In general firearms is just more deadly than archery, especially vs single targets, though usually with narrower scope. Solar archery as mass volley fire and anima banner manipulation, DB archery has shooting enemy shots out of the air, Sidereal archery has ally buff/heal and anti-famine.
 
It lets you reduce target number on *damage* rolls. It's pretty darned awesome.

though solar firearms +panoptic fusion = automatic 3 successes from aiming without needing to make aim actions, so it's also pretty boss.

In general firearms is just more deadly than archery, especially vs single targets, though usually with narrower scope. Solar archery as mass volley fire and anima banner manipulation, DB archery has shooting enemy shots out of the air, Sidereal archery has ally buff/heal and anti-famine.
I just love the theme of Sidereal Archery best. Solar Archery is straightforward being the best at gunslinging. Sidereal Firearms is using the truth of random, careless violence and how easy guns make it to kill people. Holistic Bullet Methodology. You don't even need a gun to kill anymore. You just need your intent to do violence.
 
Hollistic Bullet Methodology is one of the few things that could get me to play a Sidereal. Most of the charms don't really spark any ideas, but that one lets me play a guy who makes finger pistols and shouts "pew pew!" to kill people.
That's an idea that gives me an idea of the actual personality of my character. Most of the other charms don't give me much beyond purely mechanical ideas.
 
Hollistic Bullet Methodology is one of the few things that could get me to play a Sidereal. Most of the charms don't really spark any ideas, but that one lets me play a guy who makes finger pistols and shouts "pew pew!" to kill people.
That's an idea that gives me an idea of the actual personality of my character. Most of the other charms don't give me much beyond purely mechanical ideas.
Charms aren't really supposed to give you a personality. Charms are tools. Weapons. Powers. Expressions of your ability and talent. They aren't you. They aren't supposed to be how you make a character.
 
Charms aren't really supposed to give you a personality. Charms are tools. Weapons. Powers. Expressions of your ability and talent. They aren't you. They aren't supposed to be how you make a character.
No, see, if my character uses HBM-finger-pistols to kill people while yelling "pew pew", then my character is the kind of person who kills people while yelling "pew pew". It's not the charm itself that tells me how to make the character, the idea is how he uses the charm.
 
This gives me a spontaneous idea.

Just checking, is there any kind of Sidereal Charm where you don't even need to take the shot yourself, instead you simply hit with a random stray bullet out of the blue?
 
No, see, if my character uses HBM-finger-pistols to kill people while yelling "pew pew", then my character is the kind of person who kills people while yelling "pew pew". It's not the charm itself that tells me how to make the character, the idea is how he uses the charm.
A sword does not tell you how to use it. Holistic Bullet does not tell you to yell pew-pew. Blade of the Battle Maiden turns your hands into daiklaves. It makes no assumptions about how you express this. A Charm is a tool, a weapon. It's not supposed to tell you 'do this'. Or 'try this.' It's providing you a weapon or a tool. The character defines the Charms and how you use them. Holistic Bullet Methodology, in another hand, could be used by someone who just wants to shoot someone in the back of the head and leave no evidence, to yell pew-pew, to use it as cheap rocket launcher ammo. Like...it's not a flaw that the Charms aren't telling you 'your character could do this'. It's just a tool.

This gives me a spontaneous idea.

Just checking, is there any kind of Sidereal Charm where you don't even need to take the shot yourself, instead you simply hit with a random stray bullet out of the blue?
Yeah, one of the Charms'll do that, but it's not controllable. If you don't expend it by the end of the scene, it'll hit a random person.
 
A sword does not tell you how to use it. Holistic Bullet does not tell you to yell pew-pew. Blade of the Battle Maiden turns your hands into daiklaves. It makes no assumptions about how you express this. A Charm is a tool, a weapon. It's not supposed to tell you 'do this'. Or 'try this.' It's providing you a weapon or a tool. The character defines the Charms and how you use them. Holistic Bullet Methodology, in another hand, could be used by someone who just wants to shoot someone in the back of the head and leave no evidence, to yell pew-pew, to use it as cheap rocket launcher ammo. Like...it's not a flaw that the Charms aren't telling you 'your character could do this'. It's just a tool.
I know. I wasn't saying that's a flaw, or that the charm dictates how it's used. I was saying that's the only charm that really provides a spark for my creativity. I don't get ideas from reading Sidereal charms, unlike Solars, Terrestrials, TAW!Lunars, or Infernals. I get plenty of ideas from those charms. As a result, I've avoided Sidereals.
 
I know. I wasn't saying that's a flaw, or that the charm dictates how it's used. I was saying that's the only charm that really provides a spark for my creativity. I don't get ideas from reading Sidereal charms, unlike Solars, Terrestrials, TAW!Lunars, or Infernals. I get plenty of ideas from those charms. As a result, I've avoided Sidereals.
Oooooooh! Wow, I'm sorry, man. I completely misunderstood you. Sorry for that.
 
So I don't know if this has been talked about before, but apparently at some point within the lifetime of Exalted 3rd edition we might see something to the effect of World of Darkness VS Exalted. What are your thoughts on that? How do you think they should do it?
 
So I don't know if this has been talked about before, but apparently at some point within the lifetime of Exalted 3rd edition we might see something to the effect of World of Darkness VS Exalted. What are your thoughts on that? How do you think they should do it?

... What.

No.

Why.

Did we not learn tying Exalted to the World of Darkness was a horrible horrible mistake that should never be replicated? Fucks sake Lunars are STILL recovering from the damage from that.
 
You have to try and parry an attack(use your PDV) and fail. Then, after damage is rolled, you can reduce the levels you take by 1 per 2 motes. The only limits would be your mote pool and the number of heal levels you would take.
Er, what? Death Parrying Stroke has a flat 4m cost. And it's a step 7 reflexive that takes your PDV out of the raw damage inbound (since it is step 7, its only applicable if they hit in the first place) and drops a single dice of post soak damage.

Also, always check the Scroll of Errata for MoEP: Sidereals. Always.
 
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