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- Nova Scotia
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Unless otherwise, explicitly stated, assume I am never talking about 2e rules.It's nowhere near absolute protection, but (at least by 2e rules
Unless otherwise, explicitly stated, assume I am never talking about 2e rules.It's nowhere near absolute protection, but (at least by 2e rules
I mean, I follow this idea pretty close and do not at the same time. If its more useful gently stretch arcane fate than I just do it, if not than I play with it as worded. I've done it either way a bunch of times.One of the important things about the Sidereal condition, in terms of the canon depiction, is that you can't find refuge in doing things like this. Your relationships with a group of Dragon-Blooded you like are going to have this sense of precarity about them -- one day, they will look at you and not know your face, and you will have to go through the trouble of reminding them (I had a whole like, monologue about this subject planned the one time I played a Sidereal in a mixed game, I've thought about it a lot).
It's likely easier to do this with individuals rather than a whole group, like, there are several Sidereals with long term Dragon-Blooded lovers who presumably manage. The easiest, most stable relationships you're likely going to find in the world are your colleagues with the Bureau, though. This gives it an inexorable pull that's hard for Sidereals to shake, and that makes it hard for those people not to mean something to them. Making arcane fate less harsh does make it more convenient for using Sidereals as NPCs in some cases, but I think the tragedy of it is very compelling.
Under the current arcane fate rules, celestial lions aren't immune to arcane fate, nor are any broad categories of god outside of the Bureau of Destiny. Individuals may differ. Note that arcane fate like, does not stop them from knowing about Sidereals plural, though.There are non BuDes gods who also see through Arcane Fate IIRC like the Celestial Lions. Any sufficiently powerful god is probably the same. (I can't imagine Luna or Sol falling for it)
Wow, that's a LOT harsher. More like the Silence from Dr. Who, or the adamant-caste alchemical anima power, than the sort of subtle, gradual fade-out I'm expecting.When you leave a scene with a Sidereal, you immediately forget them. You can roll [Wits + Integrity] against a difficulty of 7 to resist this, taking the value of any intimacies you have for the Sidereal in their person as non-charm dice (as a reminder, that is 2 dice for minor, 3 for major, 4 for defining). STs are encouraged to be generous with similar bonuses for things like knowing a lot about Sidereals and arcane fate, or more circumstantial stuff. When you forget a Sidereal, you forget them entirely. If you later discover evidence that your memories have been tampered with, you can make another roll to remember.
It is a major tonal shift -- 3e plays arcane fate as more of like, a life-destroying tragedy and source of collective trauma for every Sidereal, which can be very useful sometimes but is first and foremost a curse. The character who is genuinely cool with it is probably really fucking weird, and saying so to other Sidereals may not go over well. Subsequently, Charting Fate's Course depicts this as not something that the Sidereal Host did to itself to avoid accountability for their crimes, it was an unforeseen side effect to hiding the Jade Prison in the Mask. The Solar Purge took too long, the strain of the prison remaining open for years on end eventually broke the constellation and cursed the Sidereals. You can blame the surviving Bronze Faction elders, but it wasn't something they did to themselves on purpose anymore.Wow, that's a LOT harsher. More like the Silence from Dr. Who than the sort of subtle, gradual fade-out I'm expecting.
As a side note I'd like to bring up something that's often overlooked:
The Sidereals' only true "peers" are other Sidereals, so in that sense they are prone to cliquishness and isolation. But they are not their only possible relationships.
Horrifyingly, it might actually be healthier to hit it off with that boy from the theatre district for a brief passionate fling even though he'll forget your existence within a few months because of your terrible curse.
As an in-universe explanation for a Sidereal's circlemates being immune to the Arcane Fate, would it make sense that Heaven would essentially see them as temps? My thought was that you could say that they're essentially employees of the Bureau of Destiny as long as they are working towards the Sidereal's goals. But this would allow that employees of the Bureau of Destiny who are not Sidereals and not deities would be immune to Arcane Fate, which I don't think everyone in this thread would allow.
This is kind of a fascinating artifact.
"But they are not the only heroes" is a nearly twenty years old post. It comes from a specific place early in Exalted's fan culture. It was entered into the Great Canon of Defining Quotes About Exalted. There were whole websites dedicated to preserving and broadcasting quotes such as this one. There are people who read this post on TVTropes before they even knew what Exalted was.
But it's nearly twenty years old. It's a time capsule, and we can look back and see how the game has changed since then. I'm not going to draw up a list here, but perhaps the foremost of it is how much we've decentered the apocalypse.
i mean there is visibly, in this thread, a strong argument being made for it as a deliberate and intended keystone of the Sidereal experience, which shapes and is borne out by the background writeups of their social dynamics in Yu-Shan soDo people actually use 3e Arcane Fate as written?
It always struck me as the kind of rules system that people quietly ignore or else actively rewrite.
i mean there is visibly, in this thread, a strong argument being made for it as a deliberate and intended keystone of the Sidereal experience, which shapes and is borne out by the background writeups of their social dynamics in Yu-Shan so
yes? obviously?
Yeah, @Omicron's Sidereal in my game has whole flashback sessions about the reality of Arcane Fate and how he's one of those super weirdos for whom it isn't a horrible curse, the Sidereal I play is profoundly isolated even by Sidereal standards, being autistic and weird and isolated and only making bonds with passing flings doomed to forget her 'cause those are safe. It's great character flavor and adds a deep pathos to the whole splat that makes them very compelling.Do people actually use 3e Arcane Fate as written?
It always struck me as the kind of rules system that people quietly ignore or else actively rewrite.
The quote's also a pretty good demonstration of what we gave up when did that. Because honestly, it's a really compelling pitch. And 3e struggles to deliver anything like it.
We don't have whole websites dedicated to preserving and broadcasting quotes like that anymore, you know?
There were definite advantages to ditching the Thousand Dooms, but sometimes I miss the fandom reflected in that quote. And I wonder if there might be a middle ground, somewhere, which provides the best of both worlds.
i mean there is visibly, in this thread, a strong argument being made for it as a deliberate and intended keystone of the Sidereal experience, which shapes and is borne out by the background writeups of their social dynamics in Yu-Shan so
yes? obviously?
Yes.
Even if you agree that it's a deliberate and intended keystone of the Sidereal existence, and I myself would agree with that, I could see the argument that the Arcane Fate as depicted in 3e is so harsh that actually rolling it is superfluous. After X arbitrary amount of time, it's an autosuccess, maybe depending on the stats of the important NPC in question. The Arcane Fate is in an awkward spot where it's passive, it's harsh, and it works over a relatively long period of time. It's not something your PC chooses to invoke, and whoever is vulnerable to it is going to feel its effects eventually. From this angle, I can see how the roll could feel like busywork.
Nope. Resonance was the bad sort of punishing, because it discouraged play along lines that would have been interesting. One example: a notable possible effect of 2e Resonance is "a mortal you are close to dies horribly". This is a clear narrative threat, and one that can be dramatic in, say, a story. In practice, 2e Abyssals simply didn't befriend mortals, because, like... they'll die on you. It didn't make playing a tragic antihero difficult but rewarding, because the smart course of action is just to juke around this. Not only did it discourage this sort of tragic effort, but it also meant that "become a Solar" is now basically the only path forward to be a more noble-minded character. The main two options available are "lonely figure seeking redemption" and "unapologetic monster".Does anyone find it odd that Resonance was toned down for being too harsh on imposing a particular narrative on a splat in play but Arcane Fate was toned up to do it on purpose?
I don't think it was odd that two different Exalt types, which have different themes and playstyles, and different problems associated with them, were treated differently mechanically.Does anyone find it odd that Resonance was toned down for being too harsh on imposing a particular narrative on a splat in play but Arcane Fate was toned up to do it on purpose?
Technically, there are also high-level Enemies of Fate like Abyssals, Infernals, and Getimians that also won't forget Sidereals. But they're obviously going to be generally antagonistic towards whatever goals Sidereals will be working towards, so they're generally not going to be 'friend' material. And I would think that Abyssals and Infernals specifically would tend towards being unhinged, TBH.
I still think there's a few Sids who are super into the Scripture of the Lover and Maiden, though. Monsterfucking runs eternal.![]()