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Alright, think I'm confident enough to show draft #2 of my extra Battles Charms for 3e off. As before, any feedback is welcome!
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
A quiver is only as useful 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 it and a compulsion to spread this erroneous belief that lasts for (6-Integrity) days. The target adds (Sidereal's Essence) automatic successes to social influence rolls to spread this idea.
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Giving Good People Bad Ideas
To those of the Sidereal Host that know how valuable they are, the Quiver brings fellows of similar disposition to meet them.
After a few hours or days spent seeking the company of fellow socialites, the Sidereal acquires membership to an exclusive social group of some variety. The Storyteller has final say on the specifics of the group, but the Sidereal may choose a general description; hunting clubs, artistic salons, dueling groups, secret societies of socialites, etc. Alternatively, she may use this charm to empower an already existing membership in an exclusive social group.
As long as the Sidereal remains involved with this group, donates any necessary dues, returns any favors owed, and spends significant time associating with the group, she gains the following benefits:
Type: Simple
Keywords: Mute, Shaping (Fate)
Duration: One Story
Prerequisite Charms: Giving Good People Bad Ideas
The Sidereal scours the fates of bureau members, sergeants, and magistrates, ruining a group's capability to correctly aim itself towards its goals.
The Sidereal spends a scene interacting with an organization, subtly manipulating the fate of every individual she interacts with. She then rolls (Manipulation+Archery), opposed by the highest appropriate (Attribute + Ability) roll of any involved group member, such as the (Charisma + Bureaucracy) of a bureaucratic division lead or the (Intelligence + War) of a canny military officer. Success hampers the organization as bad ideas always begin to win out over good ones; the organization increases the target number of rolls to accomplish its primary function by one and the time it takes to complete tasks is doubled. The Sidereal waives Excellencies' mote cost to reduce target number against any rolls the organization makes that oppose her. Those afflicted with the charm can undo this sabotage with a project to reform the organization entirely, or with magic such as Bureau-Reforming Kata (Exalted, pg. 286).
Reset: Once per story unless reset by accomplishing a legendary social goal (Exalted, pg. 134).
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:
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.
Type: Simple
Keywords: Shaping (Fate)
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 censor to do so on all but the most dire of crimes (such as the killing of a bureau lead or a Sidereal, or betraying Heaven to its enemies), as the usage of this Charm has prior legal precedent; on Creation or elsewhere, the Sidereal will have to persuade whoever passes down the judgment 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 within Avoidance's time frame, 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.
If the target is compliant and goes through the whole duration without committing a crime, he gains a Defining Principle of respect for the law, and any negative Ties towards him that resulted from his crime or general Ties of hatred/distaste for criminals are lowered one step in intensity.
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Hands-On Surgery Tactics
The Sidereal roots around in the body of a patient for the physical manifestation of an enemy of fate's wicked magic, and then cuts it out from him.
The Sidereal spends a scene operating on a patient that suffers from a Shaping effect laid upon them by an enemy of fate. The difficulty for this is (Essence of the enemy of fate + 3). Success inflicts lethal damage equal to the difficulty of the roll (this damage will never kill the patient, however), and frees the patient of this effect, which manifests as a tumor that takes on a thematic appearance related to the Shaping effect; removing a curse that transformed a man into a cat might remove a tumor covered in fur, while the tumor for a curse that forces the victim to tell only lies might be coated in tiny human mouths. Failure inflicts the same amount of lethal damage and allows it to kill unfortunate patients whose Incapacitated health level is filled.
Type: Reflexive
Keywords: Decisive-Only
Duration: Instant
Prerequisite Charms: Curse Excision Practice
The magic of the Gauntlet enables unorthodox treatments not normally possible, but by its nature, none of them come without a catch.
When the Sidereal or an ally within long range of her takes a crippling injury, the individual taking the injury may sacrifice an Intimacy and the memories associated with it 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.
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Hail to Mars! Hail to the Queen of Victory! Hail to She who grants luck and skill to the Chosen!
The Sidereal obtains the following techniques upon purchasing this Charm:
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:
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.
Type: Simple
Keywords: Mute
Duration: Permanent
Prerequisite Charms: Tactics of the Crimson Laurel, Ascending Battles Horoscope or Descending Battles Horoscope
The Chosen of Destiny control all manner of conflicts; card games, chariot races, and more are often just as important as a literal battle in the Bureau's eyes.
When the Sidereal bears witness to a non-combat conflict, she may spend ten Motes and one Willpower to apply a Ascending (Caste) Horoscope Charm or Descending (Caste) Horoscope Charm on all competitors. She may apply these Charms as she wishes for no extra cost, blessing one player and cursing the rest, or any other manner of arrangement she so chooses. She must engage them in a social interaction, behavior, or ritual related to one of the constellations whose blessings or curses she knows for that Charm. If a competitor with an Ascending (Caste) Horoscope knowingly cheats or acts in an unsporting manner, it immediately changes into its corresponding Descending (Caste) Horoscope.
False Fletching Imposition is the one I'm iffiest on, being as its a little too similar to the Lunar Charm I based it off of (Gnawing Mouse Malaise), but I figured Sidereals needed at least one charm to wreak utter havoc on an organization's ability's to do something that isn't a Prophecy. Glory-and-Dishonor Orchestration is my attempt at a more Battles-focused version of Auspicious Voyage Omen. Curse Excision Practice is one I'm half-sure about: removing a shaping effect at E2 is strong, but my stipulation is that it has a price beyond just the motes for its patient and it only works on enemies of fate, which is within the theme of Brawl (note how nasty Horrific Wreath and Sever the Thread are towards enemies of fate).
Archery - The Quiver
Giving Good People Bad Ideas
Cost: 4m; Mins: Archery 3, Essence 1Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
A quiver is only as useful 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 it and a compulsion to spread this erroneous belief that lasts for (6-Integrity) days. The target adds (Sidereal's Essence) automatic successes to social influence rolls to spread this idea.
Boastful Marksman Kinship
Cost: 4m, 1wp; Mins: Archery 4, Essence 1Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Giving Good People Bad Ideas
To those of the Sidereal Host that know how valuable they are, the Quiver brings fellows of similar disposition to meet them.
After a few hours or days spent seeking the company of fellow socialites, the Sidereal acquires membership to an exclusive social group of some variety. The Storyteller has final say on the specifics of the group, but the Sidereal may choose a general description; hunting clubs, artistic salons, dueling groups, secret societies of socialites, etc. Alternatively, she may use this charm to empower an already existing membership in an exclusive social group.
As long as the Sidereal remains involved with this group, donates any necessary dues, returns any favors owed, and spends significant time associating with the group, she gains the following benefits:
- The other members consider the Sidereal to be an upstanding member of the group. This acts as a Minor Tie.
- The Sidereal is aware of all customs the group follows, including those of the greater culture they operate within (such as Realm customs after joining an exclusive tea house in the Imperial City); she will never make a cultural faux pas unless she intends to do so.
- The Sidereal can ask a member of the group to do an inconvenient task as a favor without a social influence roll. She is expected to return the favor in the future, and cannot use this ability again against that individual until she does so.
- She waives Excellencies' mote cost to reduce target number on Bureaucracy, Presence, and Socialize rolls related to her groups' purpose or function.
False Fletching Imposition
Cost: 5m, 1wp; Mins: Archery 4, Essence 2Type: Simple
Keywords: Mute, Shaping (Fate)
Duration: One Story
Prerequisite Charms: Giving Good People Bad Ideas
The Sidereal scours the fates of bureau members, sergeants, and magistrates, ruining a group's capability to correctly aim itself towards its goals.
The Sidereal spends a scene interacting with an organization, subtly manipulating the fate of every individual she interacts with. She then rolls (Manipulation+Archery), opposed by the highest appropriate (Attribute + Ability) roll of any involved group member, such as the (Charisma + Bureaucracy) of a bureaucratic division lead or the (Intelligence + War) of a canny military officer. Success hampers the organization as bad ideas always begin to win out over good ones; the organization increases the target number of rolls to accomplish its primary function by one and the time it takes to complete tasks is doubled. The Sidereal waives Excellencies' mote cost to reduce target number against any rolls the organization makes that oppose her. Those afflicted with the charm can undo this sabotage with a project to reform the organization entirely, or with magic such as Bureau-Reforming Kata (Exalted, pg. 286).
Reset: Once per story unless reset by accomplishing a legendary social goal (Exalted, pg. 134).
Brawl - The Gauntlet
Iron-Fisted Judge Attitude
Cost: -; Mins: Brawl 3, Essence 1Type: 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 needs not spend Willpower to work against a Major or Defining Tie to a known criminal.
- 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 1Type: 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 2Type: Simple
Keywords: Shaping (Fate)
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 censor to do so on all but the most dire of crimes (such as the killing of a bureau lead or a Sidereal, or betraying Heaven to its enemies), as the usage of this Charm has prior legal precedent; on Creation or elsewhere, the Sidereal will have to persuade whoever passes down the judgment 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 within Avoidance's time frame, 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.
If the target is compliant and goes through the whole duration without committing a crime, he gains a Defining Principle of respect for the law, and any negative Ties towards him that resulted from his crime or general Ties of hatred/distaste for criminals are lowered one step in intensity.
Curse Excision Practice
Cost: 10m, 1wp, Mins: Brawl 4, Essence 2Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Hands-On Surgery Tactics
The Sidereal roots around in the body of a patient for the physical manifestation of an enemy of fate's wicked magic, and then cuts it out from him.
The Sidereal spends a scene operating on a patient that suffers from a Shaping effect laid upon them by an enemy of fate. The difficulty for this is (Essence of the enemy of fate + 3). Success inflicts lethal damage equal to the difficulty of the roll (this damage will never kill the patient, however), and frees the patient of this effect, which manifests as a tumor that takes on a thematic appearance related to the Shaping effect; removing a curse that transformed a man into a cat might remove a tumor covered in fur, while the tumor for a curse that forces the victim to tell only lies might be coated in tiny human mouths. Failure inflicts the same amount of lethal damage and allows it to kill unfortunate patients whose Incapacitated health level is filled.
Memories-for-Meat Exchange
Cost: -; Mins: Brawl 5, Essence 3Type: Reflexive
Keywords: Decisive-Only
Duration: Instant
Prerequisite Charms: Curse Excision Practice
The magic of the Gauntlet enables unorthodox treatments not normally possible, but by its nature, none of them come without a catch.
When the Sidereal or an ally within long range of her takes a crippling injury, the individual taking the injury may sacrifice an Intimacy and the memories associated with it 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.
Melee - The Spear
Tactics of the Crimson Laurel
Cost: Varies; Mins: Melee 2, Essence 1Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Hail to Mars! Hail to the Queen of Victory! Hail to She who grants luck and skill to the Chosen!
The Sidereal obtains the following techniques upon purchasing this Charm:
- Champion's Respite: The Sidereal gains one Willpower when she defeats a worthy adversary (such as a fellow Exalt or powerful spirit) in fair competition.
- Evaluating-the-Rival Glance: Read intentions rolls on those who compete against or with the Sidereal also reveal their relevant dice pools for the competition, such as combat movement for a foot race or their Feat of Strength pool for a weight-lifting tournament.
- Gambler's Misdirection: The Sidereal pays 2m to add +2 to her Guile when she bluffs or cheats on games of chance.
- Marathon Runner's Fortitude: The Sidereal pays 3m to negate penalties from wounds or exhaustion for the duration of a non-combat competition.
Survivor's Best Techniques
Cost: -; Mins: Melee 3, Essence 1Type: 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 one step.
Dusting Off the Spear
Cost: 4m, 1wp; Mins: Melee 4, Essence 1Type: 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.
Glory-and-Dishonor Orchestration
Cost: - (10m, 1wp); Mins: Melee 4, Essence 2Type: Simple
Keywords: Mute
Duration: Permanent
Prerequisite Charms: Tactics of the Crimson Laurel, Ascending Battles Horoscope or Descending Battles Horoscope
The Chosen of Destiny control all manner of conflicts; card games, chariot races, and more are often just as important as a literal battle in the Bureau's eyes.
When the Sidereal bears witness to a non-combat conflict, she may spend ten Motes and one Willpower to apply a Ascending (Caste) Horoscope Charm or Descending (Caste) Horoscope Charm on all competitors. She may apply these Charms as she wishes for no extra cost, blessing one player and cursing the rest, or any other manner of arrangement she so chooses. She must engage them in a social interaction, behavior, or ritual related to one of the constellations whose blessings or curses she knows for that Charm. If a competitor with an Ascending (Caste) Horoscope knowingly cheats or acts in an unsporting manner, it immediately changes into its corresponding Descending (Caste) Horoscope.
False Fletching Imposition is the one I'm iffiest on, being as its a little too similar to the Lunar Charm I based it off of (Gnawing Mouse Malaise), but I figured Sidereals needed at least one charm to wreak utter havoc on an organization's ability's to do something that isn't a Prophecy. Glory-and-Dishonor Orchestration is my attempt at a more Battles-focused version of Auspicious Voyage Omen. Curse Excision Practice is one I'm half-sure about: removing a shaping effect at E2 is strong, but my stipulation is that it has a price beyond just the motes for its patient and it only works on enemies of fate, which is within the theme of Brawl (note how nasty Horrific Wreath and Sever the Thread are towards enemies of fate).
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