Lunars poised to invade the Blessed Isle isn't a game premise that automatically alienates me, but it would inform the kind of character I would play.
I think there's a misunderstanding here. You said:
Agree to disagree. I build and characterise my Dragon-Blooded very differently if I know we're up against Celestial Exalts.
Did you mean this in terms of any game where at least 1 celestial is going to show up? Or are you talking more specifically on a game where you know that you are going to constantly be up against Celestials, as you are talking about here with a DB game premised around a Lunar invasion of the Realm? Because I think Gazetteer is talking more about the former situation, but given how the conversation started I'm not sure you are.
 
Yes, I did take that sentence more as a universal statement, in part because I have seen that attitude about this topic a couple times before. Hence why I went on to agree at length about the specific situation being discussed. Apologies if I misunderstood.
 
You are ignoring content by this member.
Made a bunch of 3e Sidereal charms for the House of Battles' combat abilities that aren't combat-related. Feedback is appreciated.

Archery - The Quiver

Giving Good People Bad Ideas
Cost:
4m; Mins: Archery 2, Essence 1
Type: Simple
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: None
A quiver is only as valuable as the arrows it contains.
The Sidereal makes a special social influence roll using (Manipulation + Archery) against the Resolve of a target. Success allows the Sidereal to convince him of a plausible falsehood, instilling him with a Minor Principle of belief in that falsehood that cannot be voluntarily removed for (6-Integrity) days. Non-trivial characters may voluntarily pay 1 Willpower to remove this Principle if this erroneous belief results in a threat to a Major or Defining Intimacy they hold or if significant evidence to the contrary is presented.

Boastful Marksman Kinship
Cost:
-; Mins: Archery 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
To those of the Sidereal Host that know how valuable they are, the Quiver brings fellows of similar disposition to meet them.
The Sidereal must have a Principle of pride, self-esteem, or confidence in herself to purchase this charm. That Intimacy can no longer be weakened below Minor in intensity. The Sidereal automatically detects similar Intimacies in other people, unless they are using magic such as Penumbra Self Meditation or Forgotten Self Wisdom, and people with those Intimacies gain a Minor Tie of respect to the Sidereal upon first meeting her.

Just Another Arrow in the Quiver
Cost:
10m, 1wp; Mins: Archery 4, Essence 2
Type: Simple
Keywords: Mute, Psyche, Shaping (Fate)
Duration: One week
Prerequisite Charms: Giving Good People Bad Ideas
The Sidereal stifles creativity by twisting the threads of fate binding a figure of authority to his subordinates into a net.
The Sidereal makes a special social influence roll with (Manipulation + Archery) against the Resolves of a distinct leader of a group and his immediate subordinates, ignoring the penalty for targeting multiple people with social influence; for example, she might use this charm against a Realm winglord and his officers, a project lead and his bureaucratic team, or a king and his advisors and council, but couldn't use this against a group of roughly equal friends going bar-hopping together. Success compels the immediate subordinates of the target with a Psyche effect compelling them to fall in lockstep with their leader, deferring to him in all matters pertaining to their shared group and only suggesting things that align with his interests; this acts as a Major Tie of conformity towards him in this context.

This perfect conformity inflicts a +1 to target number for all actions the leader attempts when trying to make use of his followers, as he finds that they cannot do anything of their own initiative anymore. Afflicted non-trivial characters under the leader can end the compulsion early by spending two Willpower and citing a Major or Defining Intimacy pertaining to independent thought or great investment in the group's shared goals. The charm can be ended early if the leader is replaced in his position or dies.

Brawl - The Gauntlet

Iron-Fisted Judge Attitude
Cost:
-; Mins: Brawl 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Maidens have empowered their Sidereals to enforce destiny's designs upon the world, and granted them the conviction to see it through.
The Sidereal gains the following benefits:
  • When presiding over a criminal case as a prosecutor or judge, the Sidereal waives the mote cost for Excellency target number reduction for read intention actions against the defendant and his legal defenders, if he has any.
  • The Sidereal may work against her ties to those she knows are criminals without the mechanical drawbacks of going against them; she rolls no Limit and needs not spend Willpower to make such a harsh but necessary choice.
  • The Sidereal may reject bribery as unacceptable influence, unless the attempt is supplemented by magic; she gains +2 Resolve in that case.
  • Law enforcement officials treat her with deference and respect; this acts as a minor tie.
Hands-On Surgery Tactics
Cost:
-; Mins: Brawl 2, Essence 1
Type: Permanent
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Gauntlet is the patron of surgeons, for every incision is a carefully weighed choice between long-term complications and the death of their patient.
The Sidereal may roll to perform surgery with (Strength + Brawl). She also ignores the penalties for lack of surgical tools, debriding necrotic flesh and severing infected limbs with nothing but her hands. Surgery performed in such a way tends to leave prominent scars. For those with Exalted Healing, these fade away a week after the surgery. They are permanent for all others.

Recidivists-will-Suffer Geas
Cost:
5m, 1wp; Mins: Brawl 4, Essence 2
Type: Simple
Keywords: Fate (Shaping)
Duration: Instant
Prerequisite Charms: Iron-Fisted Judge Attitude, Descending Battles Horoscope
Offering a criminal mercy, the Sidereal makes any future choice to commit crime far more harrowing.
The Sidereal grants a criminal a lesser punishment or total amnesty in an official case she participated in. In Heaven, this requires no roll to persuade a judge or censor to do so, as the usage of this Charm has prior legal precedent; on Creation or elsewhere, the Sidereal will have to persuade the judge to allow this. In exchange, she binds him to a promise to keep on the straight and narrow. For the next year and a day, the criminal must not intentionally commit a crime under his own will; forcing or tricking him into committing a crime, as well as accidental crimes, will cause him no harm. If he does break the law again, the Sidereal is immediately alerted to this, he is automatically afflicted with the Descending Battles Horoscope for free, the Sidereal waives Excellencies' mote cost for reducing her target number on attacks against him in the next combat scene against him, and, if she has learned Avoidance and it is possible for her to have been near the offender, she may use Avoidance for free to immediately place herself near him. If a death penalty was what was waived, killing the target acts as if fulfilling an auspicious prospect.

Shatter-to-Mend Practice
Cost:
10m, 1wp (+5m, 1wp); Mins: Brawl 4, Essence 2
Type: Simple
Keywords: Aggravated
Duration: Instant
Prerequisite Charms: Hands-On Surgery Tactics
The Sidereal repeatedly strikes her patient's Essence points while invoking the Ascending Sign of the Gauntlet, rending their corpus apart for the greater good of saving their life.
The Sidereal operates on a willing patient for ten excruciating minutes. At the culmination of this treatment, all ongoing detrimental medical problems for the patient end; diseases are immediately cured, poisons are denatured, broken bones reset, crippling effects cease, physical congenital problems like a weak heart or a lame foot are fixed, open wounds will instantly coagulate, and so on. In exchange, all the target's health levels are filled with Aggravated damage; they will not die from this, but are rendered comatose until all their health levels heal, their veins glowing a violent shade of crimson for the duration. Nontrivial characters may wake themselves early by spending 2 Willpower, staying active for a scene before lapsing back into their coma.

Memories-for-Meat Exchange
Cost:
-; Mins: Brawl 5, Essence 3
Type: Reflexive
Keywords: Decisive-Only
Duration: Instant
Prerequisite Charms: Shatter-to-Mend Practice
The magic of the Gauntlet enables unorthodox medical treatments not normally possible, but by its nature, none of them come without a cost.
When the Sidereal or an ally within long range of her takes a crippling injury, the individual taking the injury may sacrifice an Intimacy instead of being maimed. Sacrificing a minor intimacy negates an injury of 1-2 health level damage, sacrificing a major intimacy negates 3-4, and sacrificing a defining intimacy negates 5. All memories associated with these intimacies fade away. This effect is subject to the limit of crippling injuries that can be taken per story for the recipient of this benefit.

Melee - The Spear

Card-Scrying Trick
Cost:
3m; Mins: Melee 2, Essence 1
Type: Simple
Keywords: Divination
Duration: For as long as the Sidereal plays
Prerequisite Charms: None
In the First Age, "gambling with a Sidereal" was a common metaphor used for unwinnable situations. Fortunately for the Chosen of the Maidens, Arcane Fate has obliterated this phrase from the memories of all but the oldest beings.
The Sidereal foresees the results of a game of chance, knowing which card will be drawn next, how the dice will fall, and so on. This generally makes it so that a Sidereal will win in the long-term, although she might lose an individual round here or there. It also enables her to detect cheating, instantly spotting trivial characters who do so. This effect can be contested by effects such as Lightning Hand Sleight (Exalted, pg. 316); the Sidereal rolls (Perception+Awareness or Melee) to spot such magic. The Sidereal may reflexively activate this charm in response to cheating.

Survivor's Best Techniques
Cost:
-; Mins: Melee 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
A Chosen of the Maidens will be a veteran of countless conflicts over her long lifetime. She may reveal the hidden wisdom she earned to others to aid them in their own fights.
The Sidereal gains the following benefits:
  • She may reflexively make people aware of her prowess in battle. Anyone who perceives her knows her skill level and specialties in any combat ability (Archery, Brawl, Dodge, Martial Arts, Melee, Resistance, Thrown, and War) and that she is the best source of training in these matters, treating this as a Minor Tie.
  • On a successful read intentions or profile character roll, the Sidereal also learns her target's combat ability ratings, or for quick characters, relevant dice pools.
  • Characters who she teaches combat abilities and specialties halve their training time. This reduction of training time does not stack with other effects that reduce training time.
  • Characters she teaches, spars with, or drills with enter their next battle with a temporary Minor Principle of bravery or temporarily strengthen an existing Intimacy of bravery.
Dusting Off the Spear
Cost:
4m, 1wp; Mins: Melee 4, Essence 1
Type: Simple
Keywords: Mute
Duration: Indefinite
Prerequisite Charms: Survivor's Best Techniques
Taking on the mien of a veteran, the Sidereal embeds herself within the ranks of those who wage war as a tried-and-true professional.
After a few hours or days spent seeking enlistment in a formal military structure, mercenary group, band of unorganized raiders, or other military organization, the Sidereal is guaranteed to find herself recruited as a higher rank (assume something roughly equivalent to the Realm's rank of fanglord) or with greater prestige than a new recruit, so long as the leaders of whichever group she joins have no reason to be suspicious of Sidereal infiltration. Alternatively, she may empower such a position she already holds.

As long as the Sidereal maintains her rank, obeys her commander's orders, and spends a majority of her downtime plying her trade as a soldier, she gains the following benefits.
  • Those below her in rank or prestige in the military group treat her with great respect, understanding that she earned her position and is competent. Those above her rank or prestige treat her with great trust, knowing that her advice will be useful. These act as Minor Ties.
  • She gains Backing 2 within this group, if she does not already have it.
  • She waives Excellencies' cost to reduce target number for Presence, Socialize or strategic maneuver rolls involving her military organization, similar groups, or their current military campaign or goals.
  • She gains +2 Resolve against outside attempts to make her betray her group.
House of Battles Rules Imposition
Cost:
- (+1m, 1wp); Mins: Melee 4, Essence 2
Type: Permanent
Keywords: Divination, Mute
Duration: Permanent
Prerequisite Charms: Card-Scrying Trick
The Sidereal dedicates a game of chance to Mars, sealing its destiny or making it so much more interesting.
By paying a 1m, 1wp surcharge on the prerequisite's cost, the Sidereal can choose one of two mutually exclusive effects.
  • Sweetening-the-Pot Method: The Sidereal and other players may now bet intangible things like good health, memories, future firstborn children, an Ascending Caste Horoscope blessing, and so on in games of chance; victory transfers these things from the losers to the winner. Those who accept these terms are bound to them; attempting to recover that which was fairly won punishes the individual doing so as if they had broken an Eclipse Caste oath. However, the Sidereal is bound to play fairly; she may only use her Charms if playing against equally capable opponents, such as higher Essence spirits or fellow Exalted, and may not knowingly cheat. She may use the prerequisite or other relevant magics to stop cheaters in the game, who instantly forfeit what they bet to a player of the Sidereal's choice if caught.
  • Aces Hidden in Fate's Sleeve: The Sidereal completely dictates the results of a game of chance; she chooses the winners and the losers as she wishes. This can be contested as per the prerequisite, but the opposing roll now adds +1 to its target number.
Failed Thrust Recurrence
Cost:
5m, 1wp; Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Shaping (Fate)
Duration: One scene
Prerequisite Charms: Dusting Off the Spear
The Sidereal twists her enemy's ability to learn from his mistakes, trapping him in a moment of failure.
If the Sidereal bests a target in a non-combat opposed roll, she may trap him in a loop of performing the same action over and over; he might repeat the same argument, come to the wrong conclusion in an investigation again and again, be stuck running in place, etc. The target cannot be socially influenced during the duration of this charm, or take any action other than what he was attempting to do with the opposed roll. The victim can escape if a Defining or Major Intimacy is threatened by his inaction, paying two Willpower to end the effect.
 
Last edited:
Did you mean this in terms of any game where at least 1 celestial is going to show up? Or are you talking more specifically on a game where you know that you are going to constantly be up against Celestials, as you are talking about here with a DB game premised around a Lunar invasion of the Realm? Because I think Gazetteer is talking more about the former situation, but given how the conversation started I'm not sure you are.
I was talking mostly about the latter. I don't know how I'd build characters for the other two, insufficient data.
 
Made a bunch of 3e Sidereal charms for the House of Battles' combat abilities that aren't combat-related. Feedback is appreciated.

Archery - The Quiver

Giving Good People Bad Ideas
Cost:
4m; Mins: Archery 2, Essence 1
Type: Simple
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: None
A quiver is only as valuable as the arrows it contains.
The Sidereal makes a special social influence roll using (Manipulation + Archery) against the Resolve of a target. Success allows the Sidereal to convince him of a plausible falsehood, instilling him with a Minor Principle of belief in that falsehood that cannot be voluntarily removed for (6-Integrity) days. Non-trivial characters may voluntarily pay 1 Willpower to remove this Principle if this erroneous belief results in a threat to a Major or Defining Intimacy they hold or if significant evidence to the contrary is presented.

Boastful Marksman Kinship
Cost:
-; Mins: Archery 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
To those of the Sidereal Host that know how valuable they are, the Quiver brings fellows of similar disposition to meet them.
The Sidereal must have a Principle of pride, self-esteem, or confidence in herself to purchase this charm. That Intimacy can no longer be weakened below Minor in intensity. The Sidereal automatically detects similar Intimacies in other people, unless they are using magic such as Penumbra Self Meditation or Forgotten Self Wisdom, and people with those Intimacies gain a Minor Tie of respect to the Sidereal upon first meeting her.

Just Another Arrow in the Quiver
Cost:
10m, 1wp; Mins: Archery 4, Essence 2
Type: Simple
Keywords: Mute, Psyche, Shaping (Fate)
Duration: One week
Prerequisite Charms: Giving Good People Bad Ideas
The Sidereal stifles creativity by twisting the threads of fate binding a figure of authority to his subordinates into a net.
The Sidereal makes a special social influence roll with (Manipulation + Archery) against the Resolves of a distinct leader of a group and his immediate subordinates, ignoring the penalty for targeting multiple people with social influence; for example, she might use this charm against a Realm winglord and his officers, a project lead and his bureaucratic team, or a king and his advisors and council, but couldn't use this against a group of roughly equal friends going bar-hopping together. Success compels the immediate subordinates of the target with a Psyche effect compelling them to fall in lockstep with their leader, deferring to him in all matters pertaining to their shared group and only suggesting things that align with his interests; this acts as a Major Tie of conformity towards him in this context.

This perfect conformity inflicts a +1 to target number for all actions the leader attempts when trying to make use of his followers, as he finds that they cannot do anything of their own initiative anymore. Afflicted non-trivial characters under the leader can end the compulsion early by spending two Willpower and citing a Major or Defining Intimacy pertaining to independent thought or great investment in the group's shared goals. The charm can be ended early if the leader is replaced in his position or dies.

Brawl - The Gauntlet

Iron-Fisted Judge Attitude
Cost:
-; Mins: Brawl 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Maidens have empowered their Sidereals to enforce destiny's designs upon the world, and granted them the conviction to see it through.
The Sidereal gains the following benefits:
  • When presiding over a criminal case as a prosecutor or judge, the Sidereal waives the mote cost for Excellency target number reduction for read intention actions against the defendant and his legal defenders, if he has any.
  • The Sidereal may work against her ties to those she knows are criminals without the mechanical drawbacks of going against them; she rolls no Limit and needs not spend Willpower to make such a harsh but necessary choice.
  • The Sidereal may reject bribery as unacceptable influence, unless the attempt is supplemented by magic; she gains +2 Resolve in that case.
  • Law enforcement officials treat her with deference and respect; this acts as a minor tie.
Hands-On Surgery Tactics
Cost:
-; Mins: Brawl 2, Essence 1
Type: Permanent
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Gauntlet is the patron of surgeons, for every incision is a carefully weighed choice between long-term complications and the death of their patient.
The Sidereal may roll to perform surgery with (Strength + Brawl). She also ignores the penalties for lack of surgical tools, debriding necrotic flesh and severing infected limbs with nothing but her hands. Surgery performed in such a way tends to leave prominent scars. For those with Exalted Healing, these fade away a week after the surgery. They are permanent for all others.

Recidivists-will-Suffer Geas
Cost:
5m, 1wp; Mins: Brawl 4, Essence 2
Type: Simple
Keywords: Fate (Shaping)
Duration: Instant
Prerequisite Charms: Iron-Fisted Judge Attitude, Descending Battles Horoscope
Offering a criminal mercy, the Sidereal makes any future choice to commit crime far more harrowing.
The Sidereal grants a criminal a lesser punishment or total amnesty in an official case she participated in. In Heaven, this requires no roll to persuade a judge or censor to do so, as the usage of this Charm has prior legal precedent; on Creation or elsewhere, the Sidereal will have to persuade the judge to allow this. In exchange, she binds him to a promise to keep on the straight and narrow. For the next year and a day, the criminal must not intentionally commit a crime under his own will; forcing or tricking him into committing a crime, as well as accidental crimes, will cause him no harm. If he does break the law again, the Sidereal is immediately alerted to this, he is automatically afflicted with the Descending Battles Horoscope for free, the Sidereal waives Excellencies' mote cost for reducing her target number on attacks against him in the next combat scene against him, and, if she has learned Avoidance and it is possible for her to have been near the offender, she may use Avoidance for free to immediately place herself near him. If a death penalty was what was waived, killing the target acts as if fulfilling an auspicious prospect.

Shatter-to-Mend Practice
Cost:
10m, 1wp (+5m, 1wp); Mins: Brawl 4, Essence 2
Type: Simple
Keywords: Aggravated
Duration: Instant
Prerequisite Charms: Hands-On Surgery Tactics
The Sidereal repeatedly strikes her patient's Essence points while invoking the Ascending Sign of the Gauntlet, rending their corpus apart for the greater good of saving their life.
The Sidereal operates on a willing patient for ten excruciating minutes. At the culmination of this treatment, all ongoing detrimental medical problems for the patient end; diseases are immediately cured, poisons are denatured, broken bones reset, crippling effects cease, physical congenital problems like a weak heart or a lame foot are fixed, open wounds will instantly coagulate, and so on. In exchange, all the target's health levels are filled with Aggravated damage; they will not die from this, but are rendered comatose until all their health levels heal, their veins glowing a violent shade of crimson for the duration. Nontrivial characters may wake themselves early by spending 2 Willpower, staying active for a scene before lapsing back into their coma.

Memories-for-Meat Exchange
Cost:
-; Mins: Brawl 5, Essence 3
Type: Reflexive
Keywords: Decisive-Only
Duration: Instant
Prerequisite Charms: Shatter-to-Mend Practice
The magic of the Gauntlet enables unorthodox medical treatments not normally possible, but by its nature, none of them come without a cost.
When the Sidereal or an ally within long range of her takes a crippling injury, the individual taking the injury may sacrifice an Intimacy instead of being maimed. Sacrificing a minor intimacy negates an injury of 1-2 health level damage, sacrificing a major intimacy negates 3-4, and sacrificing a defining intimacy negates 5. All memories associated with these intimacies fade away. This effect is subject to the limit of crippling injuries that can be taken per story for the recipient of this benefit.

Melee - The Spear

Card-Scrying Trick
Cost:
3m; Mins: Melee 2, Essence 1
Type: Simple
Keywords: Divination
Duration: For as long as the Sidereal plays
Prerequisite Charms: None
In the First Age, "gambling with a Sidereal" was a common metaphor used for unwinnable situations. Fortunately for the Chosen of the Maidens, Arcane Fate has obliterated this phrase from the memories of all but the oldest beings.
The Sidereal foresees the results of a game of chance, knowing which card will be drawn next, how the dice will fall, and so on. This generally makes it so that a Sidereal will win in the long-term, although she might lose an individual round here or there. It also enables her to detect cheating, instantly spotting trivial characters who do so. This effect can be contested by effects such as Lightning Hand Sleight (Exalted, pg. 316); the Sidereal rolls (Perception+Awareness or Melee) to spot such magic. The Sidereal may reflexively activate this charm in response to cheating.

Survivor's Best Techniques
Cost:
-; Mins: Melee 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
A Chosen of the Maidens will be a veteran of countless conflicts over her long lifetime. She may reveal the hidden wisdom she earned to others to aid them in their own fights.
The Sidereal gains the following benefits:
  • She may reflexively make people aware of her prowess in battle. Anyone who perceives her knows her skill level and specialties in any combat ability (Archery, Brawl, Dodge, Martial Arts, Melee, Resistance, Thrown, and War) and that she is the best source of training in these matters, treating this as a Minor Tie.
  • On a successful read intentions or profile character roll, the Sidereal also learns her target's combat ability ratings, or for quick characters, relevant dice pools.
  • Characters who she teaches combat abilities and specialties halve their training time. This reduction of training time does not stack with other effects that reduce training time.
  • Characters she teaches, spars with, or drills with enter their next battle with a temporary Minor Principle of bravery or temporarily strengthen an existing Intimacy of bravery.
Dusting Off the Spear
Cost:
4m, 1wp; Mins: Melee 4, Essence 1
Type: Simple
Keywords: Mute
Duration: Indefinite
Prerequisite Charms: Survivor's Best Techniques
Taking on the mien of a veteran, the Sidereal embeds herself within the ranks of those who wage war as a tried-and-true professional.
After a few hours or days spent seeking enlistment in a formal military structure, mercenary group, band of unorganized raiders, or other military organization, the Sidereal is guaranteed to find herself recruited as a higher rank (assume something roughly equivalent to the Realm's rank of fanglord) or with greater prestige than a new recruit, so long as the leaders of whichever group she joins have no reason to be suspicious of Sidereal infiltration. Alternatively, she may empower such a position she already holds.

As long as the Sidereal maintains her rank, obeys her commander's orders, and spends a majority of her downtime plying her trade as a soldier, she gains the following benefits.
  • Those below her in rank or prestige in the military group treat her with great respect, understanding that she earned her position and is competent. Those above her rank or prestige treat her with great trust, knowing that her advice will be useful. These act as Minor Ties.
  • She gains Backing 2 within this group, if she does not already have it.
  • She waives Excellencies' cost to reduce target number for Presence, Socialize or strategic maneuver rolls involving her military organization, similar groups, or their current military campaign or goals.
  • She gains +2 Resolve against outside attempts to make her betray her group.
House of Battles Rules Imposition
Cost:
- (+1m, 1wp); Mins: Melee 4, Essence 2
Type: Permanent
Keywords: Divination, Mute
Duration: Permanent
Prerequisite Charms: Card-Scrying Trick
The Sidereal dedicates a game of chance to Mars, sealing its destiny or making it so much more interesting.
By paying a 1m, 1wp surcharge on the prerequisite's cost, the Sidereal can choose one of two mutually exclusive effects.
  • Sweetening-the-Pot Method: The Sidereal and other players may now bet intangible things like good health, memories, future firstborn children, an Ascending Caste Horoscope blessing, and so on in games of chance; victory transfers these things from the losers to the winner. Those who accept these terms are bound to them; attempting to recover that which was fairly won punishes the individual doing so as if they had broken an Eclipse Caste oath. However, the Sidereal is bound to play fairly; she may only use her Charms if playing against equally capable opponents, such as higher Essence spirits or fellow Exalted, and may not knowingly cheat. She may use the prerequisite or other relevant magics to stop cheaters in the game, who instantly forfeit what they bet to a player of the Sidereal's choice if caught.
  • Aces Hidden in Fate's Sleeve: The Sidereal completely dictates the results of a game of chance; she chooses the winners and the losers as she wishes. This can be contested as per the prerequisite, but the opposing roll now adds +1 to its target number.
Failed Thrust Recurrence
Cost:
5m, 1wp; Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Shaping (Fate)
Duration: One scene
Prerequisite Charms: Dusting Off the Spear
The Sidereal twists her enemy's ability to learn from his mistakes, trapping him in a moment of failure.
If the Sidereal bests a target in a non-combat opposed roll, she may trap him in a loop of performing the same action over and over; he might repeat the same argument, come to the wrong conclusion in an investigation again and again, be stuck running in place, etc. The target cannot be socially influenced during the duration of this charm, or take any action other than what he was attempting to do with the opposed roll. The victim can escape if a Defining or Major Intimacy is threatened by his inaction, paying two Willpower to end the effect.
Okay, these need some work, feedback incoming:

Giving Good People Bad Ideas shouldn't have a spend WP exception, shouldn't have a variable time limit. It's sort of redundant with Presence in Absence, but there's definitely room for sniping people with social influence. I would personally say, if you wanna do this Charm, I'd say let you make special instill actions as Unexpected Attacks. No damage roll, but you get to apply the -2 penalty to defense to _resolve,_ in addition to exploiting intimacies to lower resolve as normal by studying your targets, so if you shoot someone unaware of your presence, their resolve is cut by 2 in addition to whatever intimacies you target. It's not mind control, just weird magic influence, so no psyche effects. It's plenty strong on its own, and not really worth having a time limit on being able to reduce the intimacy. If they have reasons to reduce it, they will, if they don't, they just keep having epiphanies.

You want it to feel distinct from Presence-in-Absence, which is a psyche effect for not letting them modify resolve and such, so this one being weird normal influence instead of exotic mind control is much better.

Boastful Marksman Kinship is a crappy version of Righteous Lion Defense, drop it entirely, IMO. If you made it stronger, it'd be too strong, as it is, it's not worth buying, really, and it doesn't really suit archery. Sidereals have Charms in odd places, but this'd be better for Presence, I strongly feel, if you must have something like it at all.

Another Arrow In The Quiver is really, really overly specific and I can't imagine why I'd ever buy it? Especially for 10m,1wp, especially with the pre-req it has. "+1 TN for a battlegroup if they're not being micromanaged" is kinda just...I guess it's a more convenient version of a destiny, but it's so specific. Especially since you again included a clause for anyone you'd actually want to curse to just shrug it off. Right now it's "spend 10m to cost a significant opponent 2wp under specific conditions". If I tried, I could probably get use out of this, but not even slightly worth the 8xp this Charm costs. Hard pass.

Iron-Fisted Judge Attitude is probably too strong for Ability 3, Essence 1, but it's something I could see a player getting significant use out of. Make it Brawl 5, IMO, otherwise solid.

Hands-On Surgery Technique: I hated this at first, and was going to advise you cut it entirely, but I thought of a way to salvage it and make it fit in Brawl way better: Give it Horrific Wreath as a prereq, make the damage inflicted by surgery aggravated as you burn injuries away, but allow it to ensure the patient survives, period.

Recidivists-will-Suffer Geas should be Presence, not Brawl. It's way too obviously a Presence Charm. Honestly, I'd say move both this and IFJA should be moved to Presence, they're both about brute force mind control, rather than vicious tradeoffs. They don't fit in Brawl, real bad choice for a weird ability placement, RWSG more than its prereq, but if you're gonna tie them, yeah, they need to be Presence.

Shatter-To-Mend Practice is too strong, I would not allow this sort of effect outside Medicine or Craft. Cut it entirely, or rework it into a Craft Charm, IMO. A character with this and the prereq is a better healer than an Endings Medicine spec in some ways, and Sidereal Brawl is already really strong.

Memories-for-Meat Exchange: Give this Lady or Tiger Tactic or something as a pre-req, drop Shatter-to-Mend entirely, and remove this counting as the crippling injury per story limit. Sacrificing intimacies is cost enough, limiting the amount of time you can even use the Charm is needlessly restrictive. Have it take the literal memories AND the intimacies, instead.

Card-Scrying Trick doesn't fit in Melee, it's a bad choice for a weird Sidereal Charm. Put it in Larceny where it belongs, or cut it.

Survivor's Best Techniques meanwhile is solid, good choice for a Melee social Charm.

Dusting Off the Spear another decent social effect for Melee, strong vibes, good choice for an Astrology-effect.

House of Battles Rules Imposition is again not a good fit for Melee, and also you shouldn't give the Eclipse Oath power to a Sidereal anymore than you should give a Solar the Greater Signs of the Maidens. Work out some much MUCH lesser curse, like +1TN on related circumstances.

Failed Thrust Recurrence is literally just "fuck you forever or pay 2wp". Scrap it entirely, there's no level on which this should exist as an effect, especially not in Melee.

EDIT: Whoops, Failed Thrust Recurrence has a scenelong duration. Still, way too strong, but not nearly as bad as I thought at first. "Drains 2wp or removes someone for a whole scene" is still too "fuck you" and also a bit redundant with Emerald Gyre.
 
Last edited:
You are ignoring content by this member.
I should explain I'm going off the domains of the Constellations for a lot of these. For instance, the Gauntlet governs the practice of surgery and judgment/law enforcement, the Quiver governs pride, bad ideas, and conformity, the Spear is the domain of gamblers, and so on. My specific goal in making these is that, well, this is a game that strongly wants you to stick to one combat style if you're looking to play as the party's heavy; the best play for Sidereals is to take a normal MA or pick a combat ability, and then start getting a SMA at Essence 3. Thus, the Chosen of Battles is in an odd position as is in Sidereals 3e: their combat abilities are the most literal-minded of all the trees, for lack of a better word. You will not find anything like Creation-Smuggling Procedures (an anti-Wyld charm in Larceny), Strength of the Mast (a feat of strength enhancer in Resistance), or Mending Warped Designs (a healing charm in Craft) in Archery, Brawl, or Melee. This is, in part, due to a little bit of strange design in regards as to what goes into the House of Battles charms. Things like Knuckle-Cracking Stance, Someone's Son Style, and Battlefield Genius Style all seem like they would be perfectly fine residing in the abilities where they used to be/would be associated with in prior additions, but are instead in the House pool, which means you can just go all in on one combat ability to get any of them. As such, it's honestly a complete waste, in my mind, to get Brawl or Melee as a Battles Sidereal who is favoring Archery, apart from maybe getting the charm that lets one reflexively switch weaponry so that I can bring out a medium weapon to parry with (since Sidereal Parry enhancers are pretty good).

Anyway, onto some specific critiques:
-For Iron-Fisted Judge Attitude, I'll probably just remove the bit about ignoring Limit gain and that'll bring it more in line with something like Someone's Son Style.
-Shatter-to-Mend Practice was made with the idea that the biggest drawback is time, since I generally play fast-paced games where spending two or so weeks unconscious would suck, but perhaps I should exclude more effects from it, or just make it something like "take crippling injury to heal such-and-such physical ailment".
-For House of Battles Rules Imposition, I'm going off the fact that Craft has a charm that has a similar effect at Craft 5, Essence 1; Untangling Snarled Strands (which lets you induct an enemy of fate like a ghost or demon into destiny's plans, but curses them as per the Eclipse Oath if they go against destiny).
-Failed Thrust Recurrence might be a little strong (I based it off the idea of that one Solar charm where, if you successfully defend with your Guile, you can blank someone's mind for a bit), agreed. Perhaps a steep TN increase on a future action might be more warranted.

EDIT: On further thought, I should probably expand the gambling stuff to all competition in general, rework Boastful Marksman Kinship to be more akin to something like Brigand-and-Carouser Attracting Style but for exclusive social circles, clubs, and what not, and try to figure out something better for Another Arrow in the Quiver, which I wanted to be a charm for sabotaging efforts via exploiting the Quiver's dominion over flexibility and wit by inverting it. This feedback was very good, thank you so much.
 
Last edited:
I'm sketching up some Malfeas Third Circles for practice and I'm pretty satisfied with the three I've done so far. Not sure if I want to draw Ipithymia, though... Which means that I don't have any more to draw T_T. To that end, I've turned to drawing fanmade Malfean 3CDs. So far I've found Hidrae, but that's pretty much all.

So, if anybody has written up/has the description for a Malfean Third Circle Demon, if you link it to me I'll add them to the roster!
 
I should explain I'm going off the domains of the Constellations for a lot of these. For instance, the Gauntlet governs the practice of surgery and judgment/law enforcement, the Quiver governs pride, bad ideas, and conformity, the Spear is the domain of gamblers, and so on. My specific goal in making these is that, well, this is a game that strongly wants you to stick to one combat style if you're looking to play as the party's heavy; the best play for Sidereals is to take a normal MA or pick a combat ability, and then start getting a SMA at Essence 3. Thus, the Chosen of Battles is in an odd position as is in Sidereals 3e: their combat abilities are the most literal-minded of all the trees, for lack of a better word. You will not find anything like Creation-Smuggling Procedures (an anti-Wyld charm in Larceny), Strength of the Mast (a feat of strength enhancer in Resistance), or Mending Warped Designs (a healing charm in Craft) in Archery, Brawl, or Melee. This is, in part, due to a little bit of strange design in regards as to what goes into the House of Battles charms. Things like Knuckle-Cracking Stance, Someone's Son Style, and Battlefield Genius Style all seem like they would be perfectly fine residing in the abilities where they used to be/would be associated with in prior additions, but are instead in the House pool, which means you can just go all in on one combat ability to get any of them. As such, it's honestly a complete waste, in my mind, to get Brawl or Melee as a Battles Sidereal who is favoring Archery, apart from maybe getting the charm that lets one reflexively switch weaponry so that I can bring out a medium weapon to parry with (since Sidereal Parry enhancers are pretty good).

Anyway, onto some specific critiques:
-For Iron-Fisted Judge Attitude, I'll probably just remove the bit about ignoring Limit gain and that'll bring it more in line with something like Someone's Son Style.
-Shatter-to-Mend Practice was made with the idea that the biggest drawback is time, since I generally play fast-paced games where spending two or so weeks unconscious would suck, but perhaps I should exclude more effects from it, or just make it something like "take crippling injury to heal such-and-such physical ailment".
-For House of Battles Rules Imposition, I'm going off the fact that Craft has a charm that has a similar effect at Craft 5, Essence 1; Untangling Snarled Strands (which lets you induct an enemy of fate like a ghost or demon into destiny's plans, but curses them as per the Eclipse Oath if they go against destiny).
-Failed Thrust Recurrence might be a little strong (I based it off the idea of that one Solar charm where, if you successfully defend with your Guile, you can blank someone's mind for a bit), agreed. Perhaps a steep TN increase on a future action might be more warranted.

EDIT: On further thought, I should probably expand the gambling stuff to all competition in general, rework Boastful Marksman Kinship to be more akin to something like Brigand-and-Carouser Attracting Style but for exclusive social circles, clubs, and what not, and try to figure out something better for Another Arrow in the Quiver, which I wanted to be a charm for sabotaging efforts via exploiting the Quiver's dominion over flexibility and wit by inverting it. This feedback was very good, thank you so much.
Those seem solid, I'll try to respond in-depth/offer more suggestions, but just for clarity I suffer from pretty severe bipolar so if I just end up going silent and never get back to this, it's not a "I lost interest in it" thing, just a "depression is a bitch" thing.

Making the gambling stuff competition in general, at least, is a really good idea for those Charms.
 
I've taken a couple of cracks at organization rules. I've gone back and forth on various aspects, but on this point I am immovably convinced: organizations need Intimacies.
The only problem with organisational intimacies is that they typically need to be fleshed out ahead of time, which can be a usage obstacle to some groups.
 
Any second circles who come to mind who are pretty subtle and decent at combat? My Solar needs someone to cover her ass in fights. Personality can be basically anything cause my Solar is a wee bit on the 'When she gets informed that her demon ate someone she raps a knuckle on the side of her head and say oopsie' side of sorcery.
 
Last edited:
Any second circles who come to mind who are pretty subtle and decent at combat? My Solar needs someone to cover her ass in fights. Personality can be basically anything cause my Solar is a wee bit on the 'When she gets informed that her demon ate someone she raps a knuckle on the side of her head and say oopsie' side of sorcery.
Are you fine with moving a 2e demon to 3e?
 
Sondok, She-Who-Stands-In-Doorways (compass Malfeas 134-135 +2 for PDF page) looks good to me. Combat stats and Charms and no obvious problems (other then her Cult, yay story hook?)

Mara the Shadow-Lover (compass Malfeas 131-132 +2 for PDF page) has Temperance 5 and Sorcery ("Mara knows many spells of the Terrestrial Circle and a few spells of the Celestial Circle, including Sapphire Countermagic and Shadow Theft.") but little Combat ability.

Janequin, Fortune's Fool (compass Malfeas 129-131 +2 for PDF page) might work. She must not be predictable, has a Motivtion of "To act whimsically and recklessly." and Temperance 1...

Lucien, the Guardian of Sleep (Roll 2 64-65 +1 for PDF page) Form Reduction Technique and Shapechange both All-Encompassing, good combat stats, and he usually works by assassination. HATES DB's.

There's a few more in 2e, they are the best 4.

Edit: I forgot Mara created Black Claw style.
 
Last edited:
Calibration Eggs

A peculiar tradition of Dragonblooded households across Creation, the Calibration Egg is the customary gift presented to an Elder Dragonblooded by her children as the year comes to a close. The far reach of this tradition suggests an exceedingly ancient origin, dating back to the Shogunate or the Old Realm. Common rationale for the practice is that it represents the birth of the new year, the cycle of reincarnation, and the innate possibility and potential hidden away in the Dragon's Blood

In the Scarlet Dynasty, as well as the Cadet Houses and the Dragon Clans of Prasad, these eggs are typically graven from Jade, to serve as showpieces in galleries across the Blessed Isle. Customarily, these eggs are commissioned by the children and grandchildren of an elder Dynastic woman, often those over one and a half centuries of age. Eggs presented to House Matriarchs are wondrous objects, often themed after one or more satrapial holdings of the Great House. Eggs presented to lesser household heads are often more understated, often differing only minutely in design between years and incorporating far less jade. It is considered gauche to sell a Calibration Egg or break it down for its material components, but it happens more often than dynastic households would like to admit. Eggs presented to the Empress are of particular note, for many of them are in fact potent artifacts of their own right, crafted by the dynasty's most brilliant artificers and incorporating hearthstones, exotic materials, and arcane mechanisms. Most famed is the Egg of the Year 214, commissioned by the Imperial Consort Rawar of Arjuf to commemorate a century of marriage to the Empress. Fashioned from Yasal Crystal and a truly ludicrous amount of Starmetal, the egg is said to house 100 enemy gods, each bound to perform one task for the egg's wielder, one for each year of the imperial couple's marriage. It is unknown how many times this function has been used. The Year 763 Egg, intended to be presented to the Empress on the year of her disappearance, still sits in the vaults of the Imperial Palace, un-revealed but allegedly said to be an ingenious and perspicacious ovoid automaton.

The gentes of Lookshy and many outcaste lineages create their Calibration Eggs as edible gifts. Often these are made from the eggs of large reptiles such as river dragons or tyrant lizards, but some are from even more exotic creatures, or from other foodstuffs cunningly molded to resemble giant eggs. Some are decorated with expensive toppings and cunningly wrought designs, others are steeped in invigorating alchemical solutions. Wealthier lineages spare no expense in the preparation of these viands, hiring renowned chefs and alchemists to assist in their making. The egg of the Outcaste Sorcerer known as The King of Gilded Wings, for example, still exists, being made of an imperishable, gelatinous substance that regenerates as soon as consumed. Allegedly the egg tastes delicious, but is not nourishing. Poorer outcaste lineages make do with more mundane ingredients, but often compensate by incorporating sentimental references into their designs. The outcaste hero Dancing Dart once remarked that her favorite calibration egg was the first egg she received, made from a simple hardboiled duck egg, garishly but lovingly painted, presented to her by her mortal family. She maintained this assertion even after making a fortune off of Guild mercenary work and founding a noble house in the trade city of Gox.
 
Had another 'silly idea that i haven't gotten to do and in this case probably never will'

Do the Build the Largest Harem in Creation character, but all of the harem girls are from Florida.

"So, Maria was arrested after taking a nap in the same house she just robbed... Serena was arrested for throwing an alligator through a restaurant window... And Daisy just reported her stolen cocaine to the police."
"*sigh* Is Yuna still available?"
"She fed some moonshine to an alligator and then robbed 3 banks in half an hour."
"Where do they even come up with this stuff..."
 
Calibration Eggs

A peculiar tradition of Dragonblooded households across Creation, the Calibration Egg is the customary gift presented to an Elder Dragonblooded by her children as the year comes to a close. The far reach of this tradition suggests an exceedingly ancient origin, dating back to the Shogunate or the Old Realm. Common rationale for the practice is that it represents the birth of the new year, the cycle of reincarnation, and the innate possibility and potential hidden away in the Dragon's Blood

In the Scarlet Dynasty, as well as the Cadet Houses and the Dragon Clans of Prasad, these eggs are typically graven from Jade, to serve as showpieces in galleries across the Blessed Isle. Customarily, these eggs are commissioned by the children and grandchildren of an elder Dynastic woman, often those over one and a half centuries of age. Eggs presented to House Matriarchs are wondrous objects, often themed after one or more satrapial holdings of the Great House. Eggs presented to lesser household heads are often more understated, often differing only minutely in design between years and incorporating far less jade. It is considered gauche to sell a Calibration Egg or break it down for its material components, but it happens more often than dynastic households would like to admit. Eggs presented to the Empress are of particular note, for many of them are in fact potent artifacts of their own right, crafted by the dynasty's most brilliant artificers and incorporating hearthstones, exotic materials, and arcane mechanisms. Most famed is the Egg of the Year 214, commissioned by the Imperial Consort Rawar of Arjuf to commemorate a century of marriage to the Empress. Fashioned from Yasal Crystal and a truly ludicrous amount of Starmetal, the egg is said to house 100 enemy gods, each bound to perform one task for the egg's wielder, one for each year of the imperial couple's marriage. It is unknown how many times this function has been used. The Year 763 Egg, intended to be presented to the Empress on the year of her disappearance, still sits in the vaults of the Imperial Palace, un-revealed but allegedly said to be an ingenious and perspicacious ovoid automaton.

The gentes of Lookshy and many outcaste lineages create their Calibration Eggs as edible gifts. Often these are made from the eggs of large reptiles such as river dragons or tyrant lizards, but some are from even more exotic creatures, or from other foodstuffs cunningly molded to resemble giant eggs. Some are decorated with expensive toppings and cunningly wrought designs, others are steeped in invigorating alchemical solutions. Wealthier lineages spare no expense in the preparation of these viands, hiring renowned chefs and alchemists to assist in their making. The egg of the Outcaste Sorcerer known as The King of Gilded Wings, for example, still exists, being made of an imperishable, gelatinous substance that regenerates as soon as consumed. Allegedly the egg tastes delicious, but is not nourishing. Poorer outcaste lineages make do with more mundane ingredients, but often compensate by incorporating sentimental references into their designs. The outcaste hero Dancing Dart once remarked that her favorite calibration egg was the first egg she received, made from a simple hardboiled duck egg, garishly but lovingly painted, presented to her by her mortal family. She maintained this assertion even after making a fortune off of Guild mercenary work and founding a noble house in the trade city of Gox.
What I like about this is that it's like, symbolically wealth flowing up through the generations of a Dragon-Blooded bloodline, as well as the youngest generations showing filial deference to their living ancestors. It's thematic on a few different levels, and in general just kind of a fun idea. I like the thought of wealthy and long-lived matriarchs having like, a big cabinet full of these things.
 
So, if anybody has written up/has the description for a Malfean Third Circle Demon, if you link it to me I'll add them to the roster!

Wish I could link you to my own third circle project, but sadly it was for Metagaos.

I remember @Eldagusto used to keep an archive of sorts; might be worth contacting them.

The only problem with organisational intimacies is that they typically need to be fleshed out ahead of time, which can be a usage obstacle to some groups.

I mean, yeah. That's not really avoidable, no matter what kind of system you end up using. Or even if you use no system.

If your game is gonna interact with organizations in any significant way at all, you need to spend a few minutes thinking about what those organizations want and about what they value.

Had another 'silly idea that i haven't gotten to do and in this case probably never will'

Do the Build the Largest Harem in Creation character...

Is that really an established archetype?

I have to admit I'm curious about the details here. What are the standard tropes and formulas for the harem-builder?
 
Any second circles who come to mind who are pretty subtle and decent at combat? My Solar needs someone to cover her ass in fights. Personality can be basically anything cause my Solar is a wee bit on the 'When she gets informed that her demon ate someone she raps a knuckle on the side of her head and say oopsie' side of sorcery.

Hundred Devils Night Parade gives this guy, creepy purple-black wind and strangling cloth motherfucker:

Article:
Audegar the Ever-Open Door, Demon of the Second Circle

An icy black wind presages Audegar's arrival. Coils of violet cloth unfurl from empty air, assuming the form of a tall, powerful man entirely swathed in purple. No flesh exists beneath those robes, only cold, stormy darkness.

Audegar serves the demon princes as messenger and courier. By entering the midnight tempest that is himself, he can travel anywhere in the same realm of existence, and may bring passengers with him. Though he's honorable in his way, his winds are treacherous, inclined to tear travelers from him and cast them adrift on far, lonely shores.

Jacint, the Prince Upon the Tower — Audegar's demonic progenitor — creates Hell's winding sky-roads with voice alone. On occasion, lesser demons consecrate those roads to Audegar by hanging their kin from them until dead. In like manner, an earthly bridge from which a person has been hanged is hallowed unto him for so long as the body remains.

Legend says that wherever Audegar delivers a message, a strange sapling sprouts, eventually growing into a tree doomed to bring bloodless death: a climbing child falling from its boughs, a brigand hung upon a gallows built from its lumber, or perhaps a tyrant slain by poison brewed from its bruise-colored blossoms.

While Audegar abhors bloodshed, he's fearsome in battle, unfurling lengths of purple fabric to smother and strangle, or to draw enemies into the shadowy typhoon within him. Some victims appear in the ocean's depths or plummet from the heavens. Others simply vanish, forever lost.
Source: pg. 111, Hundred Devils Night Parade
 
Last edited:
I like the Calibration Eggs idea, as mentioned its kind of cool and a long-lived Matriarch or the Empress probably has a large Cabinet or small room dedicated to the eggs with prize of place given to especially important or impressive eggs. The Empress's collection containing a number of artifacts is a nice detail as well...as well as the implications that there is a lot of effort to stop the various Great Houses from raiding the Empress's collection.
 
This is less "concept I never got to play" and more horrible idea that immediately came to my head upon seeing the Sidereal Socialize charm, Gilded Cage Entrapment, which grants you benefits (most crucially, an extra cap-breaking dot of Appearance) in exchange for binding yourself to work for someone else as a courtesan, domestic servant, mistress, or so on.
sidereal catgirl maid
Do it
 
Well, it's not the same, but Ma-Ha-Suchi originally had "sleep with every Celestial Exalt at least once" back in the First Age.
Yes, I am aware of what you're referring to. This was specifically from his Dreams of the First Age depiction, which is non canonical with any of the current material. 2e MHS is not a take on the character I like to reflect on overly much, for obvious reasons.

I also agree that it's not really the same thing I was asking about.
 
Back
Top