So, on account of having apparently too much free time on my hands, I've ported over the Sidereal Charmset to 3e. The same caveats apply as last time - unpolished, probably broken in places, more of an attempt to do a straight conversion than a full reimagining, etc. - and I'd still be grateful for any feedback on it.

3e Lunar Conversion

Additional Costs
Some effects list a cost in either "e" or "p," i.e., "1e, 3p." An "e" cost indicates a cost in Endurance, which must be paid from an astrological effect of the corresponding Ability. A "p" cost indicates a cost in Paradox, as per the rules for Second Edition.


Anima Effects
The Sidereal anima banners have effects as follows:
· Journeys: The Sidereal may pay one mote to sense the general direction of any unconcealed destination. For five motes, he may make the Lesser Sign of Mercury, granting himself and all allies within Long range one die to all movement-related actions for the remainder of the scene. This effect applies automatically once his anima is at bonfire.
· Serenity: The Sidereal may pay one mote to sense the general direction of the nearest place associated with love or lust, such as a chapel regularly used for weddings or a brothel. For five motes, he may make the Lesser Sign of Venus, grating himself and all allies within Long range one die on all Performance or emotion-inspiring rolls for the remainder of the scene. This effect applies automatically once his anima is at bonfire.
· Battles: The Sidereal may pay one mote to sense the general direction of the nearest significant battle. For five motes, he may make the Lesser Sign of Mars, granting himself and all allies within Long range one point of Hardness, which explicitly stacks with any other sources of Hardness, for the remainder of the scene. This effect applies automatically once his anima is at bonfire.
· Secrets: The Sidereal may pay one mote to sense the general direction of the nearest valued thing that has been lost or forgotten, though he does not know what the thing is or to whom it is considered valuable. For five motes, he may make the Lesser Sign of Jupiter, allowing himself and all allies within Long range to win ties on rolls opposing their Guile. This effect applies automatically once his anima is at bonfire.
· Endings: The Sidereal may pay one mote to sense the general direction of the nearest place of great death or ending. For five motes, he may make the Lesser Sign of Saturn, allowing himself and all allies within Long range to pay two motes to reroll 1s on any Damage roll, though this cost must be paid before the attack is made. (The Sidereal may pay the cost on behalf of an ally, if he wishes.) This effect applies automatically once his anima is at bonfire, though the two mote surcharge still applies.


Astrology
Sidereal astrology is performed under the same rules as Second Edition, with the caveats applied here. First, Colleges no longer exist; if any effect would reference a Sidereal's College rating, substitute his rating in the corresponding Ability. Second, Sidereals no longer receive automatic powers that can be fueled by expending destinies; instead, these powers take the form of Charms with the Destiny keyword, which must be purchased as normal. Such effects are discussed in more detail below.


Channeling Intimacies
Sidereals are uniquely empowered by their vision of how the world is meant to be. Under certain circumstances, if a Sidereal would take an action in line with one of his Virtues, he may spend one Willpower to add a number of dice equal to the bonus that Intimacy would grant when defending against social influence. This is called channeling the Intimacy; it does count as the character's one point of Willpower for the turn, but with the Sidereal's ability to manipulate target numbers, it can result in a significant improvement in average successes.

In order to channel Intimacies, a Sidereal must use an appropriate Charm, which will state the circumstances under which an Intimacy may be channeled.


Creatures of Death
Some entities in creation deny their time of passing – or are forcefully compelled to return. Such creatures of death include all forms of ghosts and undead, most species native to the Underworld or the Labyrinth, and the Abyssal and Liminal Exalted. Such beings invert the normal rules for Essence respiration, recovering motes normally in the Underworld but poorly in Creation.


Doubles
The core Exalted rules distinguish categories of "double-X" effects which may be applied to rolls. "Double-8s," for instance, indicates that a roll receives two successes for each 8, 9, or 10 rolled. Unfortunately, this terminology prevents any combination of doubling effects; if two different effects would both grant a roll double-9s, for instance, one of the two is wasted.

To allow for this possibility, some effects state instead that they provide "+1 double" (or more). Each "double" applied to a roll provides an additional number which counts as two successes. For instance, Decisive damage rolls do not typically receive double successes for any number. A Decisive damage roll with +1 double benefits from double-10s; with +2 doubles, it benefits from double-9s, and so on. Multiples sources of doubles explicitly stack unless specifically prohibited, as do "+X doubles" effects and "double-Ys" effects. Under no circumstances, however, can a "+X doubles" effect contribute to counting double successes on any number lower than 7.


Martial Arts
Sidereals may benefit from the "Mastery" clauses of all Martial Arts, as Solars can. Sidereals may also learn Sidereal Martial Arts, which are otherwise forbidden to all characters.


Touching targets in combat
Numerous Charms require the Sidereal to touch his target. This may be done on any willing target; against an unaware target, it requires a Pickpocket attempt. Against an aware and unwilling target, the Sidereal must land a successful unarmed Decisive attack using Brawl or any appropriate Martial Art. For Simple Charms, this attempt or attack may be made as part of the Charm's activation, but such an attack does count as the Sidereal's attack action for the turn.


Keyword: Battle Pattern
Charms with this keyword grant enhanced effect to a battle group that receives a command action from the Sidereal. A battle group may benefit from no more than one such Charm at a time.


Keyword: Destiny
Some Sidereal Charms are fueled by the astrological effects the Sidereals can construct. Such effects are marked with the "Destiny" keyword and denote a cost in Endurance that must be paid for them to be activated; this Endurance can only be paid from astrological effects created under the corresponding Ability.

Charms with the Destiny keyword may be purchased using Sidereal XP.


Keyword: Fate
Some Charms have effect only on beings within the pull of fate. Such Charms are denoted by this keyword; unless otherwise specified in the Charm's text, the Charm has no effect on beings such as the fair folk, Second Circle or higher demons, and creatures of the Underworld.


Keyword: Prayer Strip
Charms with this keyword require the activation of a prayer strip, a small scroll with a scripture carefully recorded on it. In most cases, the strip remains visible for the duration of the Charm, either attached to the Sidereal's body or placed in some independent location. In either event, destruction of the strip prematurely ends the Charm. The strips are protected by the Sidereal's magic, however, and destroying them is not a simple task. Destroying a prayer strip attached to the Sidereal requires a successful Gambit against him at Difficulty 4. Destroying a freestanding strip requires an identical gambit, save that the strip may be struck at a difficulty of the Sidereal's unmodified Defense. Outside combat, an unattended prayer strip may be destroyed with a minute's undivided attention.
Sidereals may purchase up to (Essence) dice on a roll, at 1m/die, or (Essence) points on a static rating, at 2m/point. They can also reduce the target number of a roll at four motes per point of reduction: 4m for TN 6, 8m for TN 5, 12m for TN 4.
Archery: The Quiver

Generalized Ammunition Technique
Cost: 1m; Mins: Archery 1, Essence 1; Type: Supplemental
Keywords: Uniform; Duration: Instant
Prerequisite Charms: None

Activating this Charm, the Sidereal may convert anything no larger and heavier than his forearm into an arrow: a word, a handful of dirt, or a small trout are all acceptable choices. The repurposed arrow inflicts damage as normal, but also gains some minor benefit as it returns to its original form. In some cases, this may be represented by granting the weapon a Tag, such as Piercing or Flame; in other cases, it allows for some non-standard Gambits, such as momentarily blinding an enemy in a spray of dirt. As a final benefit, the Sidereal can use the Charm to privately communicate out to the range of his weapon by shooting a whispered message near the desired recipient.


Any Direction Arrow
Cost: 1m; Mins: Archery 2, Essence 1; Type: Supplemental
Keywords: Uniform; Duration: Instant
Prerequisite Charms: None

The Sidereal's arrow makes right-angle turns in the air, following an impossible path to the target. Reduce the target's Cover bonus by one, or, if he has no cover bonus, reduce his Defense by one. The arrow can strike even around corners as long as there is any path to the target, though the Sidereal must have some way of judging his target's position or suffer the penalty for blindness.


Every Direction Arrow
Cost: 4m, 1wp; Mins: Archery 3, Essence 1; Type: Simple
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: Any Direction Arrow

The Sidereal binds the fate of a sheaf of arrows to a single shot. Activating this Charm, the Sidereal may make a magical flurry of up to (Dexterity) Decisive Archery-based attacks, dividing his Initiative between them; he does not reset to base Initiative until all attacks have resolved, and he does not count as having missed unless no attack strikes home. No Aim action is required to perform any of these shots.


Opportune Shot
Cost: 3m, 1wp (+1m); Mins: Archery 5, Essence 3; Type: Simple
Keywords: Withering-Only; Duration: Instant
Prerequisite Charms: None

The Sidereal borrows the outcome of his successful shot to perform another. If the Sidereal's initial attack is successful, he may pay one mote to immediately perform another Withering attack targeting a different opponent at no more than Close range. He may continue in this way until he either runs out of unique opponents or no longer wishes to expend motes.


Five Seasons Response
Cost: 8m; Mins: Archery 5, Essence 4; Type: Reflexive
Keywords: Counterattack, Uniform; Duration: Instant
Prerequisite Charms: Every Direction Arrow, Opportune Shot

If the Sidereal cannot trust to skill, he will trust the world's respect for him; if not respect, he will trust the world's fear of what happens if he falls; if not fear, he will trust to the hope of long-faded glories; if not hope, he will trust to revenge. This Charm may be activated in response to any Archery-based attack that strikes the Sidereal, before damage is rolled; it allows him to immediately respond with an identical counterattack, enhanced by whatever Charms applied to the original, and inflicting the same damage. If this attack is Decisive, the Sidereal does not modify his Initiative regardless of the outcome of the attack. This Charm may be used only once per scene, though it can be reset by taking one or more health levels of damage from a Decisive Archery-based attack (not including the attack against which it is initially activated).


Many Missiles Bow Technique
Cost: 10m, 1wp, 1lhl; Mins: Archery 5, Essence 4; Type: Simple
Keywords: Prayer Strip, Uniform; Duration: One scene
Prerequisite Charms: Five Seasons Response, Generalized Ammunition Technique

The Sidereal releases a prayer strip inscribed with the Scripture of the Clay Maiden, which hovers one range band over his head and glows an incongruous pink. While the strip is active, he may treat any target of his Archery attacks as if she was one range band closer for the purposes of that attack; this may, for instance, change his base Accuracy, alter the number of Aim actions required, and enable attacks at ranges that would ordinarily be impossible.

More strikingly, he may also reverse the effects of Generalized Ammunition Technique, turning arrows in flight into other natural phenomena of Creation – physical or otherwise. Any particular attack may be transformed into only one thing, and each transformation costs one mote to perform. The Sidereal initially knows only a single transformation when he learns this Charm, but he may learn as many additional transformations as he likes for one experience point each. Arrows which have been transformed via Generalized Ammunition Technique or are composed of imperishable materials are not valid targets for this Charm. Attacks targeting allies do not require attack rolls except in extraordinary circumstances, though they still must obey range and Aiming limitations. Some sample transformations include:
· Boulder: The Sidereal's attack is treated as though made with a Heavy weapon, if it was not already, and gains the Smashing tag.
· Essence: The Sidereal may pay up to twice his Essence in motes (in addition to the one mote base cost for the transformation) and fires at an ally, who recovers a like number of motes.
· Fire: The Sidereal's attack gains the Flame tag, though he ignores that tag's modifications to range and accuracy.
· Glass: The Sidereal's attack becomes difficult to follow, subtracting one from his target's Defense, but his Overwhelming value is reduced to 1. This transformation does not function on Decisive attacks.
· Grain: If the arrow strikes open ground, it sprouts into enough wheat to feed a person for a day. The cost of this usage increases by 1m for every previous instance of its use in the same day.
· Health: This transformation functions only for Decisive attacks. The Sidereal rolls his Initiative; for every two successes, the target may heal one level of Bashing damage or convert one level of Lethal damage to Bashing. This transformation may only be used once per scene.
· Love: This arrow disintegrates in midair; treat the attack roll as an attempt at social influence to create (or strengthen) a Tie of passionate love for the Sidereal.
· Precipitation: For one minute after the arrow lands, rain or snow (depending on the temperature) falls on every range band within (Essence) steps of the target.


Apologetic Feint
Cost: 1e; Mins: Archery 3, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal repeats a demand, exactly as it appeared before – but reworded so that it sounds like a compromise. Activating this Charm, the Sidereal may retry a single attempt at social influence without raising the stakes. He may not retry a single influence more than once in this way.


Instant Genius Style
Cost: 2e; Mins: Archery 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal may treat himself as if he had any one additional Specialty for the purpose of Introducing or Challenging a Fact. This does not grant bonus dice, but it does allow the Sidereal to make attempts that would normally require extended research into areas outside his field.


Several Arrows of Reason
Cost: 1e/3 arrows, 1p; Mins: Archery 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal calls up any number of Arrows of Reason, at a cost of one Endurance per three arrows, plus one Paradox die. Such weapons ignore all soak added by the gossamer armor of the fae. If a Decisive attack with such an arrow inflicts at least one level of damage, the target is brought under fate's dominion for the remainder of the scene. At the end of the scene, any remaining arrows dissipate.


Auspicious Blessing of the Stars
Cost: 7m, 1p; Mins: Resistance 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Many Missiles Bow Technique, any two Archery Destiny Charms

Aligning his essence with that of the constellations, the Sidereal weaves fate with the ease of breathing. For the remainder of the scene, he may decrease the TN of any roll by one step at no mote cost. If he wishes to decrease it further, he must pay the full normal cost – including the cost for the original step. Thus, he could roll at TN 6 for no added cost, but would need to pay eight motes to reach TN 5.


Athletics: The Banner


Forgotten Earth
Cost: 2m; Mins: Athletics 2, Essence 1; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal pushes against the strands of fate, rebounding from them to soar into the air. He may automatically leap one range band in any direction, including vertically. This counts as his movement for the turn.


Burn Life
Cost: - (1wp); Mins: Athletics 2, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

The Sidereal borrows the strength of a life he might have lived, consuming that potentiality to add to his own power. When determining for which feats of strength he qualifies, he may treat his Strength as if it were twice its actual value, and he gains double-9s on all such feats of Strength. With an Athletics 3+, Essence 2+ repurchase, he borrows the fortitude of another life as well; he may pay one Willpower to channel an Intimacy into any feat of strength or resistance roll for a poison, disease, or environmental hazard.


Inexorable Advance
Cost: 4m, 1wp; Mins: Athletics 3, Essence 2; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Burn Life (x1), Forgotten Earth

The Sidereal twists loops into his fate, allowing him to begin and complete an action with no motion between the two points. To onlookers, he takes on a jerky, stroboscopic motion, moving uncannily between moments of stillness. He may ignore all penalties from wounds or armor, or any environmental penalties that would restrict his motion.


Unswerving Juggernaut Principle
Cost: 5m; Mins: Athletics 2, Essence 1; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

Ruby stardust swirls about and coats the Sidereal. He begins running, and he does not stop. The Sidereal may reflexively cover three range bands every action, though he may not significantly deviate from his original heading or stop running, or the Charm will deactivate. While it remains active, he gains +5 Soak and 5 Hardness, and he does not accumulate or suffer penalties for fatigue or lack of sleep. Any Athletics-based rolls to continue his forward motion benefit from double-9s. While he moves, the character may not take any non-reflexive actions other than those which enhance his motion, such as swimming, rowing, running, jumping, riding, or using the Lesser Sign of Mercury. This Charm may also be activated on behalf of the Sidereal's mount, in which case the above bonuses and restrictions apply to both mount and rider.


Forward-Thinking Technique
Cost: - (+5m); Mins: Athletics 3, Essence 3; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: Unswerving Juggernaut Principle

Sparks of pure essence crackle about the Sidereal as he commits himself wholly to the journey. This Charm permanently enhances its prerequisite; by paying an additional five motes when activating that Charm, the Sidereal (and his mount, if relevant) gains the following benefits:
· He ignores all penalties to his Evasion.
· His bonus soak increases to a total of +10, and his Hardness increases to 10.
· His Athletics-based rolls to assist in movement benefit from double-8s.


Invisible Motion
Cost: 10m, 1wp, 1lhl; Mins: Athletics 4, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: One scene
Prerequisite Charms: Forward-Thinking Technique, Inexorable Advance

When racing to save the world, the destination is far more than the journey. The Sidereal wraps the Scripture of the One-Handed Maiden around his neck like a scarf, and the scent of lilacs and decay wafts in his wake. He no longer travels the spaces between his steps; rather, he simply is wherever the next moment would take him. The Sidereal may ignore any hazards or other environmental difficulties - such as swamp muck, open water, or a raging bonfire – as long as he begins and ends each action on safe and solid ground. This effect also grants double-9s on any Rush or Disengage actions the Sidereal attempts.

With a moment's concentration, the Sidereal may perform a more substantial teleportation. Spending one point of Willpower, he may teleport up to (Essence) range bands in any direction. This consumes his reflexive movement for the turn. The Sidereal may use this motion to automatically succeed at a Disengage action, though he may not use it except on his action tick.


Heroic General Presence
Cost: 2e; Mins: Athletics 1, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One scene
Prerequisite Charms: None

The Sidereal exhibits himself at the forefront of battle. The difficulties of all rout checks for those under his direct command are reduced by 1.


Battle-Fellow Attitude
Cost: 1e; Mins: Athletics 2, Essence 1; Type: Simple
Keywords: Destiny; Duration: One month
Prerequisite Charms: None

By publicly posting that he is calling for troops, the character can draw back to her any soldier who has ever fought for her. Once per week, he rolls (Charisma + War) as social influence, rolling once but applying the result to all characters who have ever served under him, regardless of range. Any character whose Resolve is overcome must either spend one Willpower or seek out the Sidereal to pledge service to him again. Fate ensures that such characters can find their way to their erstwhile general as long as such travel is remotely plausible; this Charm will not, for instance, free soldiers from jail or allow mortal retinues to stumble into Yu-Shan.


Tide of History
Cost: 3e, 1p; Mins: Athletics 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One month
Prerequisite Charms: None

Troops under the Sidereal's command never take penalties for fatigue or deprivation. They can be worked or marched to death, but they will not complain or slacken along the way.


Heroic Exploit Propagation
Cost: 5m, 1wp, 3p; Mins: Athletics 5, Essence 5; Type: Simple
Keywords: Fate; Duration: One scene
Prerequisite Charms: Invisible Motion, any two Athletics Destiny Charms

As he watches a scene unfold before him, the Sidereal activates this Charm, impressing the scene onto the weave of fate. Any character within (Essence * 50) miles who sleeps within the next 25 hours will dream of the scene, seeing it as though through the Sidereal's eyes, and receives an intuitive suspicion that the events he witnesses are real. Beings outside of fate do not appear in the visions, appearing instead as formless holes in the narrative.


Awareness: The Crow

Prior Warning
Cost: 6m; Mins: Awareness 2, Essence 1; Type: Simple
Keywords: -; Duration: Five hours
Prerequisite Charms: Prior Warning

While this Charm is active, the Sidereal receives a sense of danger before the danger itself actually arrives. He reflexively and automatically makes (Perception + Awareness) rolls to notice threats (Essence * 2) minutes before se would ordinarily be able to do so. If this roll succeeds, the Sidereal receives a general feeling of unease, granting double-9s to notice such threats when they actually arrive and ensuring that he is not taken completely by surprise, as per the rules on ambush.


Expected Pain
Cost: 5m; Mins: Awareness 3, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Prior Warning

At the back of the Sidereal's mind is a constant haze of possible disasters; as these outcomes become more likely, concrete images distill from the mix. This Charm may be activated against an unexpected trap, attack, or hazard, setting the Sidereal's Evasion to two against it, plus one for every 1 rolled in the attack roll. If this restores him to his full normal Evasion, he may apply Dodge Charms against the effect as normal.

With an Awareness 5+, Essence 2+ repurchase, the Sidereal can reflexively activate this Charm if he or his immediate allies are threatened by any nearby danger: a glass of poisoned wine, a diseased courtier, or a lurking assassin are all acceptable targets. The Storyteller should prompt the character to activate this Charm, under such circumstances; if he does so, he gains double-7s on the subsequent Awareness roll to notice the threat.


Supernal Awareness
Cost: 4m; Mins: Awareness 4, Essence 2; Type: Simple
Keywords: Stackable; Duration: One scene
Prerequisite Charms: Expected Pain

The Sidereal names a particular objectively-definable phenomenon – a fight, a particular person, the use of his name, an instance of sorcery – and filters out the rest of the world. Should any instance of that phenomenon occur within (Essence * 2) range bands, the Sidereal is immediately aware of its general location and, if applicable, its severity – he can, for instance, tell the difference between a duel and a gang war. This general awareness does not translate into a full vision; if searching for a person, he knows where she is but not what she is doing. He may, however, search for multiple phenomena at once by stacking applications of this Charm.


Wise Choice
Cost: 6m; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal considers a set of possible actions and inquires of fate, activating this Charm. He receives a sense of certainty as to which of these choices will produce the best outcome in a month – but his inquiry is limited in several important ways. First, consequences beyond a month do not register, regardless of severity; he may only judge outcomes at the end of the month. Second, he is only aware of the outcomes for the choices he explicitly considered – fate will not suggest alternative, possibly wiser, choices. Third, the Sidereal must define what "best" means to him – most profitable, most direct route, and so on – though the Charm will include a sense of personal danger where relevant.

A circle of five Sidereals, one of each caste, can collectively activate this Charm to look up to a year into the future. Five such circles working in unison can look one hundred years into the future, and the full Fivescore Fellowship can peer a full Age ahead – though the more distant the vision, the less certain the outcomes are.


Inevitable Pursuit
Cost: 4m, 1wp; Mins: Awareness 4, Essence 2; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal hunts his prey, not by crude physical traces, but by the pattern of disturbances it leaves on the weave of fate. This Charm enhances a tracking roll, even if that roll would use a different Ability; it allows the Sidereal to pursue his target even in pitch darkness or across a traceless surface. Against a target who has left physical traces, the Sidereal gains double-9s on this roll. Otherwise, he may pursue his quarry based on the time since they passed this way and how many threads tangle together: for up to (Sidereal's Essence) days in an empty land, or (Sidereal's Essence) hours in a busy marketplace. Used in this latter mode, this Charm can contest even supernaturally concealed travel.


Conclusive Wisdom
Cost: 10m, 1wp, 3a, 1lhl; Mins: Awareness 5, Essence 4; Type: Simple
Keywords: Prayer Strip, Psyche; Duration: Instant
Prerequisite Charms: Inevitable Pursuit, Supernal Awareness, Wise Choice

The Sidereal raises a prayer strip bearing the Scripture of the Maiden and the Scythe, holding it before a single target. When she releases it, the strip remains in the air, where it sprouts a bouquet of violet flowers that live, wither, and die in a matter of moments, leaving only a wash of petals at the target's feet.

To the target, the strip's effects are much more dramatic. The Sidereal rolls (Perception + Awareness) with double-9s as a social influence roll, resisted by the target's Resolve as normal. A target who fails to resist is overcome by a vision of his own most likely death. Stricken with horror, he falls into Initiative Crash and loses half his remaining temporary Willpower. Even targets who resist the roll are shaken by the vision, losing (Sidereal's Essence) dice on all actions on their next turn.

If the events foretold in the vision should ever come to pass – or seem about to do so – a target who failed to resist is seized with a sense of powerlessness and futility, losing (Sidereal's Essence) dice from all actions taken to prevent her fate. Should she succeed in averting her doom despite this penalty, she immediately recovers all points of temporary Willpower in a surge of new hope; Exalted characters may also remove one point of Limit.


Reading Dead Eyes
Cost: 1e; Mins: Awareness 2, Essence 1; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal plucks out and devours the eyes of a corpse; in doing so, he witnesses the last scene the body saw before it died. He also knows whether or not the death left behind a ghost or hungry ghost.


Bold Filcher
Cost: 1e, 1p; Mins: Awareness 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: 5 hours
Prerequisite Charms: None

The Sidereal may apply a Pickpocket roll to steal something within plain sight at no penalty.


Feathered Cloak Trick
Cost: 3e, 3p; Mins: Awareness 5, Essence 3; Type: Simple
Keywords: Destiny; Duration: One day
Prerequisite Charms: None

Making the Superior Sign of the Crow, the Sidereal becomes a crow or similar bird. His Attributes become appropriate for his new form, though he retains his normal Ability dots. Anything he carries disappears into Elsewhere, reappearing on his body when the Charm ends.


An End to Darkness
Cost: 30m, 2wp, 9p; Mins: Awareness 5, Essence 5; Type: Simple
Keywords: Fate; Duration: Instant
Prerequisite Charms: Conclusive Wisdom, any two Awareness Destiny Charms

The Sidereal lays his hand on the head of any consenting and uncompelled demon and formally welcomes it into the service of heaven. The demon becomes a god; at the Storyteller's discretion, this may cause changes in its personality and traits, though its Essence and memories are unchanged. More powerful demons are generally less altered by this transition. The demon is forever cut off from the soul hierarchy of its parent Yozi in every metaphysical sense; from the perspective of the hierarchy, the demon has been permanently slain, with whatever effects that would normally have. For demons of the Second Circle or higher, this Charm requires first finding some way of bringing them into fate.


Brawl: The Sword

Lotus Eye Tactics
Cost: 3m; Mins: Brawl 1, Essence 1; Type: Reflexive
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

The Sidereal is instantly aware of all combat abilities his target possesses at an equal or higher level than his own, unless this fact is concealed via some supernatural deception.


Lion Mouse Stratagem
Cost: 1m; Mins: Brawl 1, Essence 1; Type: Reflexive
Keywords: -; Duration: One scene
Prerequisite Charms: None

The Sidereal seems quiet and unassuming; who could possibly suspect him of violence? Add (Essence) dice to all of his disguise or impersonation attempts to appear to be an unimposing mortal. When the Sidereal breaks this front, he leaves his opponents reeling, adding (Essence) dice to any Join Battle roll that he initiates. This latter effect functions even if the Sidereal's true nature is known; he appears so still and relaxed that the explosion of violence catches even the best-prepared foe off guard.


Sifu's Useful Fingers
Cost: 1m; Mins: Brawl 1, Essence 1; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

With five minutes of instruction and demonstration, the Sidereal trains a "shadow finger" – a student of her esoteric arts. For the duration of the Charm's commitment, the shadow finger gains a dot of Brawl (to a maximum of 5) or a relevant specialty. A Sidereal may maintain (Essence x 2) shadow fingers at once. Should any shadow finger be attacked, regardless of distance, the Sidereal is instantly aware of it.


Atop the Shadowed Throne
Cost: 5m; Mins: Brawl 3, Essence 1; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Lotus Eye Tactics, Lion Mouse Stratagem, Sifu's Useful Fingers

While this Charm is active, all shadow fingers at up to Short range are considered to be protecting the Sidereal with a reflexive Defend Other action. Any of the fingers may perform a Distract gambit on behalf of the Sidereal, losing one fewer point of Initiative than would normally be required (though the Sidereal still gains the full normal amount). As a final benefit, any of the shadow fingers may attack dematerialized spirits while the Charm is active – though it conveys no ability to detect such beings. Using this last power requires an expenditure of one mote per attack, though it may be paid by either the Sidereal or the shadow finger.


Shadow Lost in the Court
Cost: 3m; Mins: Brawl 4, Essence 2; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Atop the Shadowed Throne

The Sidereal may activate this Charm to enhance any attempt to re-establish surprise in the presence of a crowd – a group consisting of at least twenty people, or at least two shadow fingers. With the aid of this Charm, such an environment always allows the possibility of re-establishing surprise; the Charm also removes the usual -3 penalty for such attempts.


Pneuma-Sealing Strike
Cost: 4m; Mins: Brawl 4, Essence 3; Type: Supplemental
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: Shadow Lost in the Court

With a vicious pressure-point blow, the Sidereal steals his target's very breath. Then he wraps it between his hands, and begins strangling the unfortunate victim with it. This Charm supplements a Grapple Gambit; for the initial attempt and/or any subsequent rounds of control, the Sidereal may choose to treat his unarmed attacks as though they had the statistics of a Dire Chain. As a secondary benefit, the target is unable to speak, scream, or otherwise make noise verbally for the duration of the grapple.


Deadliest of All Weapons
Cost: 3m; Mins: Brawl 5, Essence 3; Type: Supplemental
Keywords: Decisive-Only; Duration: 3m
Prerequisite Charms: Pneuma-Sealing Strike

This Charm enhances a Decisive attack; if it inflicts at least one health level of damage, the target is exposed to a poison with the following statistics: Damage/Interval: Special/ten minutes; Duration: One hour; Penalty: -0; Vector: Damage.

Note that this poison has an Interval of ten minutes; thus, every success on the target's (Stamina + Resistance) roll subtracts only ten minutes from its duration. While the poison lingers, the target can speak only the truth – though he may choose to refrain from speaking at all, he cannot lie.


Clear Eyes Defense
Cost: 4m, 1wp; Mins: Brawl 4, Essence 2; Type: Reflexive
Keywords: Counterattack, Withering-Only; Duration: Instant
Prerequisite Charms: Atop the Shadowed Throne

The Sidereal may respond to any social influence action mid-combat with an immediate Withering counterattack. Resolve the counterattack before resolving the social influence; if the attack succeeds, the influence is automatically unsuccessful.


Welcoming the Uninvited Guest
Cost: 3m; Mins: Brawl 4, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Atop the Shadowed Throne

The Sidereal strikes the air, and the vibration carries back the secrets of his enemies. The Sidereal makes a (Dexterity + Martial Arts) roll, opposed by the (Dexterity + Stealth) results of all hidden opponents at up to Short range. Any foe who rolls fewer successes than the Sidereal is revealed to everyone present and may not re-enter stealth on his next round. The Charm similarly reveals dematerialized beings, who remain visible to mundane senses for the remainder of the scene.


Finger-Stealing Handshake
Cost: 5m, 1wp; Mins: Brawl 5, Essence 3; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Clear Eyes Defense, Welcoming the Uninvited Guest

The Sidereal cries out, calling those present to join the side of Heaven – or, at a minimum, his side. He makes a social influence roll against the highest Resolve of any minor character present, substituting Brawl for any social Ability and ignoring the penalty for multiple targets. If successful, a Size 1 battle group of minor characters switches to his side (as long as such characters were present in the scene). The group is treated as one of the Sidereal's shadow fingers until the end of the scene, at which point he may commit motes to retain them as normal.

With a Brawl 5+, Essence 4+ repurchase, the Sidereal may even steal the loyalty of mindless beings such as automata or the undead, though such entities add their controller's Essence as a non-Charm bonus to their Resolve.


World as Weapon Mastery
Cost: -; Mins: Brawl 5, Essence 4; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: Deadliest of All Weapons, Finger-Stealing Handshake

A man whose companions are his weapons is never truly armed. Any attacks made by the Sidereal's shadow fingers are treated as the Sidereal's own unarmed Brawl attacks for the purpose of being enhanced by Sidereal Brawl Charms.


Unobstructed Blow
Cost: 4m; Mins: Brawl 4, Essence 2; Type: Supplemental
Keywords: Dual; Duration: Instant
Prerequisite Charms: Lotus Eye Tactics

This Charm enhances a Brawl- or Martial Arts-based decisive attack. If it is a Withering attack, extra successes on the attack roll count twice for damage; if it is a Decisive attack, extra success on the attack roll add to the attack's damage.


Crimson Palm Counterstrike
Cost: 1m, 1wp; Mins: Brawl 5, Essence 2; Type: Reflexive
Keywords: Clash, Decisive-Only; Duration: Instant
Prerequisite Charms: Clear Eyes Defense

The Sidereal may make a reflexive Decisive Clash attack against an attack directed against him, regardless of his Initiative. This does not count as his attack action for the turn.


Flow-Breaking Strike
Cost: 4m, 1wp; Mins: Brawl 5, Essence 3; Type: Supplemental
Keywords: Dual; Duration: Instant
Prerequisite Charms: Finger-Stealing Handshake

The Sidereal entangles his opponent in the cords of his own fate, stealing his relevance to the fight. This Charm enhances an unarmed Brawl-based attack. If the attack is Withering, double the post-soak damage dice of the attack; if it is Decisive, the Sidereal's damage successes apply to both the target's health track (as normal) and to his Initiative track. In this latter case, the Sidereal does not recoup the Initiative lost by the target, though he may receive a bonus for Crashing the target as normal.


Showing the Secret Hand
Cost: 10m, 1wp; Mins: Brawl 5, Essence 5; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Clear Eyes Defense

The students of a wise master always stand ready to avenge him. With a gesture, the Sidereal designates a single target and calls all shadow fingers to attack. Each such character may choose to ignore the call; if they do not, they may perform a reflexive attack against the target. This does not allow characters to attack beyond their normal maximum range, nor does it allow characters to perform attacks for which they would normally need to take one or more Aim actions. This Charm may be used only once per scene, though it is reset whenever one of the Sidereal's shadow fingers is incapacitated or killed.


Eyes Toward an Ending
Cost: 4m; Mins: Brawl 4, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Atop the Shadowed Throne

The Seer brings the battle to its ordained conclusion – his victory. Activating this Charm, he may donate up to (his Essence * 3) Initiative to any shadow finger at up to Medium range, as long as that shadow finger is not in Initiative Crash.


Secret Lesson Revelation
Cost: 2wp; Mins: Brawl 4, Essence 3; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Atop the Shadowed Throne

The Sidereal instructs his pupil in hard lessons: striking boards, dancing among the raindrops, or pondering the ineffable mysteries of a koan or rock garden. At the end of a scene of such instruction, the student may acquire any one Martial Arts Charm the Sidereal knows, as long as she is capable of practicing this level of Martial Arts and has appropriate Ability ratings and prerequisite Charms. The Sidereal may not bestow a second Charm of the same style on the same student, but he may instruct as many students in a single style (or as many styles in a single student) as he wishes, provided he pays the Charm's cost for each one. The student need not pay any experience cost to acquire the Charm in question.

At Brawl 5+, Essence 4+, the Sidereal may even teach Martial Arts Charms he does not know, as long as he has seen the Charms performed in at least five previous scenes.

At Brawl 5+, Essence 5+, he can even teach native Exalt Charms under the same restriction; in this case, the student must pay the full experience cost for the new Charm, but the Sidereal can teach as many native Exalt Charms as he wishes under this restriction. The primary advantage of this last mode is speed of acquisition – after a few scenes of training, a student could possess an entire suite of new Charms.


Horrific Wreath
Cost: 4m; Mins: Brawl 4, Essence 3; Type: Reflexive
Keywords: -; Duration: One scene
Prerequisite Charms: Atop the Shadowed Throne

An evil crimson glow envelops the Sidereal's hands. For the remainder of the scene, his Unarmed attacks gain the statistics of a Light Artifact weapon, though they retain their normal tags.


Style-Discerning Eye
Cost: 1e, 1p; Mins: Brawl 1, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal no longer merely hopes to study a particular style; he realizes that dream. The Sidereal may activate this Charm whenever he witnesses another character use a Martial Arts Charm. Thereafter, he may learn that Charm without a tutor, as long as he possesses all prerequisites. If he uses this Charm to study a Charm with no prerequisites, he may begin acquiring dots in the appropriate Martial Art Ability as well. Regardless, he must pay all normal experience costs, but he may waive any training time requirements.


Minimum Legal Defense Competence
Cost: 1e; Mins: Brawl 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal may ignore all penalties to his Defense against a single attack, as long as he does not enhance his defense with any other Charms. This Charm may also be invoked against a surprise attack, in which case it sets the Sidereal's Defense to 2, as long as he invokes no other defensive Charms.


Tears of the Blade
Cost: 3e, 1p; Mins: Brawl 5, Essence 4; Type: Simple
Keywords: Destiny, Fate; Duration: Until next Calibration
Prerequisite Charms: None

Weeping quietly, the Sidereal traces Superior Sign of the Sword towards a target within Medium range. The next time that target's Incapacitated health level fills with damage, she is irrevocably killed. This Charm has no effect on spirits, and it terminates of its own accord at the next Calibration.


Student and Sifu Unity
Cost: 10m, 1wp, 5p; Mins: Brawl 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: World as Weapon Mastery, any two Brawl Destiny Charms

This is enlightenment: an empty hand is still a weapon, and an untrained body is still a master. Activating this Charm, the Sidereal chooses any Martial Arts style for which he knows at least one Charm. Until the end of the scene, he gains access to all Charms of that Art for which he meets the Ability and Essence prerequisites, though he does not gain any sutra bonuses.


Bureaucracy: The Haywain

Icy Hand
Cost: 1m; Mins: Bureaucracy 1, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal touches a bureaucrat and rolls (Charisma + Bureaucracy) against his target's Resolve. If successful, the bureaucrat is compelled to do his work honestly and to the best of his ability for the next five days. The expenditure of a point of Willpower allows the bureaucrat to ignore this compulsion until the start of the next dawn.


Terminal Sanction
Cost: 8m, 1wp; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Icy Hand

The Sidereal challenges an elemental or god at up to Medium range, making a (Charisma + Bureaucracy) roll opposed by the target's Resolve. If he succeeds, the target must materialize, even if he does not have the motes to do so (though he must pay whatever motes he can). Should an affected spirit be slain in the current scene, the Sidereal can:
· Destroy it utterly and permanently,
· Bind it to service for a year and a day, as per the spell Summon Elemental.
· Bind it into an artifact with a rating equal to half the Spirit's Essence, with a like number of Evocations chosen by the Storyteller that match the spirit's nature. After a year and a day, the artifact dissolves and the spirit goes free.
· Let the spirit reform in its sanctum, aware of what could have happened to it.
This Charm is also effective against demons of every circle, adding (Sidereal's Essence) non-Charm bonus successes to the initial roll; demons bound by it are treated as if they were bound by sorcery. With a Bureaucracy 4+, Essence 3+ repurchase, the Sidereal can pay an extra four motes to target up to ten spirits of the same general kind at once. With a final Bureaucracy 5+, Essence 4+ repurchase, the Sidereal may target a battle group of up to Size (Sidereal's Essence/2, round up) at once.


Underling Invisibility Practice
Cost: 4m; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

The wealthy and powerful are taught to pretend that servants are invisible; the Sidereal borrows this convenient fiction. The Sidereal rolls (Manipulation + Bureaucracy) with double-9s against the Resolve of all observers, ignoring the penalty for social influence on multiple targets. Any targets whose Resolve is overcome and who consider themselves "better than" the Sidereal's apparent station are simply unable to see him. If the Sidereal poses as a household servant, the owners of the house might see muddy footprints on the floor or a trail of broken dishware, but they would be unable to see the Sidereal himself even if he was actively pointed out to them. This invisibility dissolves if the Sidereal attacks anyone or flares his anima banner to any level.

This Charm does not function on other Sidereals.


Paralyzed Mandarin Infliction
Cost: 5m; Mins: Bureaucracy 5, Essence 2; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: Underling Invisibility Practice

Bureaucracies are like any organism: they are born, live their appointed time, and – when fate decrees – they end. This Charm allows a Sidereal to declare the end of one such organization. Touching a member of the bureaucracy, he inflicts either a crushing sense of despair and futility on its members, or a frantic need to hold meetings, sign paperwork, and invent new schedules now. In either event, the result is the same: the bureaucracy is paralyzed and unable to make any progress on its current projects. Recovering from this paralysis requires drastic internal purges or reorganization, represented via an extended (Intelligence + Bureaucracy) roll with a Difficulty of the Sidereal's Essence, an Interval of one month, and a Goal of (Sidereal's Bureaucracy * 5).


End Debate
Cost: 10m, 1wp, 1lhl; Mins: Bureaucracy 5, Essence 3; Type: Simple
Keywords: Prayer Strip, Psyche; Duration: Instant
Prerequisite Charms: Paralyzed Mandarin Infliction, Terminal Sanction

The Sidereal hurls a prayer strip marked with the Scripture of the Maiden's Promise; on contact, the strip explodes, momentarily filling the room with a brilliant amethyst glow. The Sidereal rolls (Charisma + Bureaucracy) with double-8s against the Resolve of all those present, ignoring the penalty for social influence against multiple targets. Anyone whose Resolve is overcome feels a compulsion to stop fighting for the rest of the scene: street gangs go home, spouses settle their differences, negotiations resume, and legislatures pass or finally reject contentious legislature. This Charm may not affect a group whose Size exceeds the Sidereal's Essence.

Alternatively, the Sidereal may use this Charm to target a single bureaucrat. If he overcomes the target's Resolve, the bureaucrat is affected as per Icy Hand indefinitely. Only by resolving his post can the functionary escape the compulsion to work honestly and well.


Harvest Ripe Wheat, Father Falling Hay
Cost: 1e; Mins: Bureaucracy 1, Essence 1; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

Standing within a business or shop, the Sidereal receives an intuitive sense of how corrupt it is: wholly, mostly, somewhat, slightly, or not at all. No context is provided beyond this single answer, and the Sidereal is not aware of the corruption of particular individuals. Likewise, the Sidereal may activate this Charm as he ponders a single illegal or bureaucratically forbidden act, receiving an intuitive sense of how likely it is to be investigated if performed immediately: not at all likely, somewhat likely, or with certainty.


Celestial Intervention Appeal
Cost: 1e, 5p; Mins: Bureaucracy 5, Essence 3; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal makes the Superior Sign of the Haywain and invokes the attention of a Celestial censor: a lesser elemental dragon, backed by a group of Celestial lions, huraka, or other combat-oriented divinities. If the censor believes the situation warrants her attention, she (and, potentially, her retinue), will travel to that location via the swiftest available means. If she does not believe the situation merits her intervention, she is likely to respond in an unfavorable (and legally-backed) fashion, bringing the Sidereal up on any charges she can think of, including wasting her time.

Regardless, this Charm is a political concession – an admission that the Bureau of Destiny cannot manage on its own without the aid of the full Bureau of Heaven. Some Sidereals have chosen to die rather than involve all Yu-Shan in a sensitive political matter.


Old Fellows' Society Luncheon
Cost: 1e, 1p; Mins: Bureaucracy 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal sits down at a table full of local officials or tradesmen and is immediately accepted as one of them. Within a day, he has been assigned a position – one vitally important, yet with almost no real power. His time is quickly consumed by the meetings, paperwork, back-scratching, and other trivialities of his new office, leaving him only seven free hours per week... and shielding him against any official attempts to locate or analyze him. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Bureaucracy), with double-9s.


Inevitable Pursuit
Cost: 20m, 4p; Mins: Bureaucracy 5, Essence 5; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: End Debate, any two Bureaucracy Destiny Charms

The Sidereal makes the Lesser Sign of the Maiden of Ashes, and fate records his death. Until next touched by the light of the sun, he is treated as a creature of death, with all normal effects.
Craft: The Peacock

Elemental Vision
Cost: -; Mins: Craft 1, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

Every Maiden is associated with one of the five elements: Journeys with Air, including works of paper, powder, and other light materials; Serenity with Wood, including lumber-work and carving; Battles with Fire, including metalworking and other tasks of the forge; Secrets with Water, including painting and potion-mixing; and Endings with Earth, including works of stone and large-scale projects. With this Charm, the Sidereal may channel his Intimacies on Craft projects related to his particular caste, or on interactions with elementals of the appropriate element. A Sidereal may extend this facility to other elements by possessing at least four dots of Craft in an appropriate field for that element. (Houserule: For those using only a single Craft Ability, with specialties differentiating the different focuses, the character must have at least four dots of Craft and a relevant specialty.)


Excellent Implementation of Objectives
Cost: 4m; Mins: Craft 3, Essence 1; Type: Supplemental
Keywords: Stackable; Duration: Instant
Prerequisite Charms: None

The Sidereal is fated to complete his current project, and destiny hurries him on his way. This Charm supplements a single Craft roll for a Basic or Major project, reducing its duration by one step: months to weeks, to days, to hours, to minutes. The Sidereal may stack up to (Essence) activations of this Charm on a single craft roll to reduce its duration accordingly.


Destiny-Knitting Entanglement
Cost: 1m; Mins: Craft 3, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal may activate this Charm as he finishes a craft project, binding it to himself. Thereafter, he may pay one mote at any time to gain a general sense of where the object is and what is happening to it.

He may also commit seven motes to call the object home; over the next few days or weeks, a series of circumstances will conspire to draw it to himself. For each week that he maintains commitment, the Sidereal may roll (Wits + Craft), as an extended roll with a Difficulty of one (for Basic projects), two (for Major projects), four (for Superior Projects), or eight (for Legendary projects), and an Interval of one week. The Goal of the roll varies with the initial distance between the Sidereal and his prize: generally no more than 20 successes for objects in the same realm of existence and no less than 30 successes for objects in different realms. In any event, the Goal should not be less than five successes or more than 50. This effect may be opposed by characters who specifically wish to hold on to the object, but as the Sidereal approaches his Goal, such characters will find themselves beset by increasingly inconvenient (and, often, implausible) misfortunes that seek to deprive them of it.

In combat, the Sidereal may activate this effect to call a dropped object back to hand. While the object will not defy physics or levitate, events will attempt to conspire to return the object to him by the start of his next turn. Thus, a weapon chained to the wall would likely remain immobile, while one knocked from his grasp might be coincidentally struck and rebound to his hand.


World-Shaping Artistic Vision
Cost: -; Mins: Craft 4, Essence 2; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

On purchasing this Charm, the Sidereal names a particular circumstance of roughly the width of a specialty: "Spears," "At sea," and so forth. Whenever he finishes a crafting project that fits with this area of focus, he may double the Craft points he would receive for completion. Furthermore, he finds it easier to shape the world to align with his chosen style; on any roll that falls within his focus, he may reduce the cost to lower target numbers from three motes per point of reduction to two motes per point of reduction.


Predestined Delivery Shaping
Cost: 7m; Mins: Craft 4, Essence 2; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Destiny-Knitting Entanglement

Rather than draw a created object to himself, the Sidereal may choose to send it elsewhere. This Charm functions as per Destiny-Knitting Entanglement, save that the difficulty is based on the distance between the Sidereal at the time that he parts with the object (and initially activates this Charm) and the character to which he wishes to send it. The object may be useful in its own right; the Sidereal may also hang astrological effects on it that are keyed to the desired recipient.

Alternatively, the Sidereal may simply banish an object from a realm of existence; used in this way, the Charm can target objects the Sidereal has not personally created, though the Sidereal must initially be able to touch the object in question. This requires a roll as though sending the object to a being in another realm; once complete, the object is banished from the chosen reality. As per Destiny-Knitting Entanglement, those who would attempt to bar its departure find themselves beset by increasingly inconvenient difficulties.

Once the object has been banished, it remains banned from the chosen realm until the Sidereal either releases commitment or those attempting to return it have been plagued by (Sidereal's Essence) botches, as per the Eclipse anima power. In the moment of death, a Sidereal may choose to make such banishments permanent, in which case only a series of extended botches can return the object.


Mending Warped Designs
Cost: 5m; Mins: Craft 4, Essence 3; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Excellent Implementation of Objectives

The Sidereal unravels changes contrary to his design. He may attempt to repair damage inflicted by beings or forces outside of fate, or by sorcery; doing so requires a dramatic action taking five minutes per interval. He may attempt to heal an injured organism, which requires a Medicine roll and heals one level of damage per success; to repair an object or automaton, which requires an appropriate Craft and repairs one health level per success; to cleanse an area of Wyld taint, which requires ten successes per range band on a Craft (Fate) roll; to bind a waypoint to the rules of Creation for one story, under the same rules as cleansing an area; to unravel a spell, requiring ten successes per Circle of the spell on a Craft (Fate) roll; or other, similar effects.

With a Craft 5+, Essence 4+ repurchase, he may also attempt to repair harm done by beings inside fate, as long as that harm contradicts a specific astrological effect that he enacted.


Implicit Construction Methodology
Cost: 20m, 1wp, 1lhl; Mins: Craft 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Indefinite
Prerequisite Charms: Elemental Vision, Mending Warped Designs, Predestined Delivery Shaping, World-Shaping Artistic Vision

The Sidereal crafts a strip containing the Scripture of Lover and Maiden and binds it around his wrist like a manacle. For as long as the strip remains in place, the Sidereal may perform a craft project without actually being there to work on the project: the materials simply assemble themselves. The Sidereal may enhance crafting rolls with his Charms as normal, and he must be able to pay all costs for the project as if performing it himself. The focus this Charm requires precludes the Sidereal from performing any other craft work while it is in progress, and the Sidereal may not recoup any Craft points from projects enhanced with this Charm.

The Sidereal may also use this Charm to enhance a sorcerous working, ensuring that fate itself will enact the working without the Sidereal's direct intervention. In such cases, however, those able to detect the working can also intuit the Sidereal's general location, and the Sidereal suffers a -2 die penalty to all actions that require his hands for as long as the working is in progress.


Proper Plumage
Cost: 1e, 1p; Mins: Craft 1, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

This Charm enhances any attempt at disguise made to "dress up" before a big event. As long as the Sidereal has any materials that could be used as clothing – a shop full of gently used outfits, a large and unattended curtain – he can craft an outfit that will grant +1 bonus die on all Appearance-based rolls. This benefit lasts only as long as the event itself.


Spouse-Saving Grace
Cost: 1e; Mins: Craft 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal and his romantic partner are of one mind. While within Close range, the Sidereal may invoke this Charm to allow either of them to spend Willpower on behalf of the other in order to resist social influence or mind-affecting magic. One usage of this Charm is sufficient to allow a single expenditure of any number of Willpower.


Wife-Procuring Tailfeathers
Cost: 1e, 1p; Mins: Craft 3, Essence 1; Type: Permanent
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal is suddenly the most eligible bachelor (or bachelorette) in town. Within a day, he will be either married or on the way to being so, with a large and well-to-do household under his care. As long as he dedicates himself wholly to the demands of his family – leaving him only seven free hours a week – he can ignore all official attention. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Craft), with double-9s.


Singular Plumage Riot
Cost: 5m/Size, 1wp, 5p; Mins: Craft 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Implicit Construction Methodology, any two Craft Destiny Charms

With Storyteller approval, the Sidereal names some attribute of his own appearance or history, such as "blue eyed," "from Nexus," or "wearing a sarong." Grabbing the threads of fate, he indiscriminately pulls in all those who share that attribute. Any such characters with a Resolve of four or less drop what they are doing and come to his side, forming a social unit with one point of Size for every five motes the Sidereal spent. Generally, the unit forms within five minutes; if insufficiently many suitable characters are nearby, it may take longer. Regardless, the unit acknowledges the Sidereal as its leader and will follow any non-suicidal directives he gives. If the unit is used as a battle group, it has Poor Drill. At the end of the scene, the unit dissipates.

This Charm does not affect characters who have negative Intimacies towards the Sidereal or otherwise consider him an enemy. Any particular character may disregard its call at a cost of two Willpower.


Dodge: The Ewer

Absence
Cost: 1m; Mins: Dodge 1, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal is not where the attack lands. An attack that rolls successes exactly equal to his Evasion, which would normally hit, instead misses. The Sidereal may activate this Charm after an attack is rolled.


Duck Fate
Cost: 10m; Mins: Dodge 3, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Absence

The Sidereal avoids an external danger – any external danger. Attacks, social influences, environmental hazards, and the twisting effects of the Wyld can all be avoided; only unexpected attacks and Pattern Spider Bite cannot be dodged. This effect perfectly dodges any effect without a contest. It may even avoid uncountable recurring damage. This Charm may only be used once per scene.


Avoidance Kata
Cost: 2m; Mins: Dodge 3, Essence 2; Type: Reflexive
Keywords: Psyche; Duration: Instant
Prerequisite Charms: Duck Fate

The Sidereal rolls a Disengage action at a difficulty of (5 + # of previous turns this scene). On a success, he simply vanishes, reappearing somewhere else he might plausibly have gone instead. Witnesses remember the Sidereal being present, but also remember him not being present at all – and they find this contradiction perfectly unremarkable. This Charm may only be used once per scene.


Trouble Reduction Strategy
Cost: 5m; Mins: Dodge 2, Essence 1; Type: Reflexive
Keywords: -; Duration: One scene
Prerequisite Charms: Absence

The Sidereal may protect all allies within Close range as per a Defend Other, but substituting his Evasion for his Parry. Allies so protected may be taken with the Sidereal via Avoidance Kata, but each individual taken along in this way increases the difficulty by 1.


Neighborhood Relocation Scheme
Cost: 15m, 1wp, 1hl; Mins: Dodge 5, Essence 3; Type: Reflexive
Keywords: Prayer Strip, Psyche; Duration: Indefinite
Prerequisite Charms: Avoidance Kata, Trouble Reduction Strategy

The Sidereal writes the scripture of the Hunted Maiden on a prayer script, which cinches tight around his waist. He may begin to run – and as he does, he pulls with him an area of creation no more than (Essence) miles in radius. When he deactivates it, the pulled location comes to a stop; those affected by the change remember that the city (or other feature) used to be somewhere else, and also that it has always been here, and do not consider this strange. For every full hour that this Charm remains active, the Sidereal suffers an additional level of bashing damage, which may not be prevented by any means.


Sweet Flirtation Smile
Cost: 1e; Mins: Dodge 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

With a coy smirk, the Sidereal gains +1 double on any roll to request bureaucratic permissions or to convince officials to turn a blind eye.


Snappy Banter Approach
Cost: 1e; Mins: Dodge 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

Momentarily off-guard, the Sidereal covers his hesitation with a witty exchange. This Charm may be activated immediately after the Sidereal or any romantic partner fails to defend against some social influence that produced successes exactly equal to the target's Resolve. Instead of losing the contest (as normal), the character resists the influence.


Frenzied Courtship Dodge
Cost: 1e, 1p; Mins: Dodge 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

As the Sidereal enters a populated region, he finds himself suddenly at the center of a social brouhaha: a torrid love affair, perhaps, or a time-consuming series of marriage negotiations. This Charm will never lead to the character's actual marriage, but the courtship itself will consume all his spare time, leaving him only seven free hours a week. As long as he pours himself into this relationship, he becomes immune to official inquiry. Mundane attempts to locate him automatically fail, and even supernatural attempts must overcome his (Wits + Dodge), with double-9s.


Brother and Sister Revelation
Cost: 8m, 3p; Mins: Dodge 5, Essence 5; Type: Simple
Keywords: Fate; Duration: Instant
Prerequisite Charms: Neighborhood Relocation Scheme, any two Dodge Destiny Charms

The Sidereal is the custodian of fate; when reality itself is uncertain, he is the one who decides what is true and what is false. The Seer lays his hands on two characters at once. (Generally, this precludes the use of the Charm on two hostile characters in combat; the Sidereal may not attempt two simultaneous Decisive attacks, absent other magic.) As he does so, he names any reciprocal familial relationship between them, such as "parent and child" or "uncle and niece." The relationship becomes true, and any contradictory existing relationship is negated. Furthermore, its truth propagates to all extended relations; should he announce that the Mask of Winters is Mnemon's son, any of the Mask's ghost-blooded children would become Mnemon's grandchildren and would be eligible targets for Dynastic Charms. Mortal children of particularly powerful spirits may become spirits themselves.


Integrity: The Rising Smoke

Virtuous Essence Replenishment
Cost: -; Mins: Integrity 1, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

The Sidereal knows how the world must be; this is the source of his will. Whenever he channels an Intimacy on an action, he may regain one mote for every 10 rolled.


Preservation of Resolve
Cost: 3m; Mins: Integrity 2, Essence 1; Type: Reflexive
Keywords: Stackable; Duration: Instant
Prerequisite Charms: None

There is a marvelous inertia in the mental motion of crowds – particularly when their ears are filled with the vague reassurances of wise advisor. The Sidereal may activate this Charm in response to any attempt to use social influence on a group; he must be either part of the group or within Close range of it, but he cannot be recognized as its leader. In either event, the Resolve of all members of the group is increased by one, as a non-Charm bonus. Each Sidereal may only use this Charm once against a given Influence, but if multiple Seers are present in the crowd, they may each activate it, to a maximum bonus of (lowest Sidereal Essence).

This Charm provides no protection against social influence targeting a single individual.


Unwavering Well-Being Meditation
Cost: 2m; Mins: Integrity 3, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Preservation of Resolve

In the midst of a battle or raging debate, the Sidereal is unflappable, an island of composure in a sea of chaos. For two motes, it negates up to (Essence) points of penalties to the Sidereal's Resolve or Guile.

At Integrity 3+, Essence 2+, the Sidereal may repurchase this Charm. For five motes, it negates up to (Essence) points of penalties to the Sidereal's Parry or Evasion; it also grants +5 soak and, against Decisive attacks, subtracts one die from the damage roll for every 1 on the attack roll. This repurchase gains the Dual keyword.


Creation-Preserving Will
Cost: -(Varies); Mins: Integrity 3, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: Unwavering Well-Being Meditation (x1)

No danger can disrupt the Seer's calm – even those threats which cannot normally be defended against. Against any warping, shaping, or twisting attack with no clear defense, the Sidereal may allow the Sidereal a final chance at resistance. Roll the Sidereal's temporary Willpower against his attacker's, with the Sidereal benefiting from double-9s and both sides losing one Willpower for each success by which they fall short of their current temporary Willpower. If the Sidereal wins the contest, the effect is negated.


Unhearing Dedication
Cost: -; Mins: Integrity 5, Essence 2; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

On purchasing this Charm, the Sidereal chooses a program or course of action endorsed by one of his superiors and forges an unbreakable Defining Tie to it. He treats any social influence that would cause him to act against this plan as unacceptable influence. This Charm lapses once the chosen task is completed (or becomes impossible), but the Sidereal may re-assign it once per story.

Any attempt to decay the supernatural Intimacy must be rerolled, if successful. Even then, the Intimacy does not decay, but for the remainder of the scene, the Sidereal may be persuaded to act against it.


Death-of-Self Meditation
Cost: 5m; Mins: Integrity 5, Essence 2; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Unhearing Dedication

The world flays away who you were to make you who you will be. On entering a Decision Point, the Sidereal may choose to discard any Intimacy that might have supported him against the influence, whether or not he actually invoked that Intimacy. He loses that Intimacy, but negates the influence. The lost Intimacy cannot be regained by any means for the rest of the story.


One Direction Invocation
Cost: 1m, 1wp, 1hl; Mins: Integrity 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Indefinite
Prerequisite Charms: Virtuous Essence Replenishment, Death-of-Self Meditation, Unwavering Well-Being Meditation

The Sidereal activates a prayer strip scribed with the Scripture of the Maiden's Promise. Glowing an eye-catching purple, it darts about him as though seeking his objective. As it does so, the Sidereal names a single objective to which he dedicates himself. He abandons all other tasks, taking a -2 die penalty on all actions unrelated to the goal and a -5 die penalty on all actions contrary to it. He even abandons his very name and identity; those who meet him quickly forget his presence as per Arcane Fate, even if he wears a Resplendent Destiny or the observers would normally be immune to Arcane Fate. (The Sidereal can avoid this problem by using a name stolen via Name-Pilfering Practice, but only as long as he acts like the person in question.)

As a reward for his dedication, the Sidereal may reroll 1s on all actions related to his goal. He may ignore all wound or fatigue penalties while in pursuit of his goal, and he gains a Defining Principle to the effect of, "I will complete my goal," which may not be degraded. The Sidereal treats all influence that would cause him to act against this Intimacy as unacceptable influence.

If the Sidereal accomplishes his goal successfully, he recovers his name and may resume his normal life. If he abandons his quest with the goal unattained, his name is lost, and he may need to go to some trouble (perhaps including bribing some relevant gods) to get it back.


Record-Obtaining Inquiry
Cost: 1e; Mins: Integrity 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal gains double-9s on any attempt to exert social influence on a judge or magistrate, including supervisory gods.


Superior-Entreating Memorial Style
Cost: 1e; Mins: Integrity 1, Essence 1; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal writes a letter to another member of the Fivescore Fellowship on expensive silk; then, he burns it. At the next available moment, the letter discreetly reforms within the clothing of the intended recipient and gently vibrates to declare its presence. If he wishes, the recipient may write a response on the letter in emerald-green ink and burn it again, at which point the letter returns to its original sender.


Chains of Adorjan
Cost: 3e, 3p; Mins: Integrity 5, Essence 4; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The character attempts to touch a target; he need pay the Paradox cost of this Charm only if he succeeds. If he does so, he makes the Superior Sign of the Rising Smoke to summon Adorjan, the Silent Wind. For the next three rounds, the target is afflicted by The Silent Wind of Hell, as per the environmental hazard. Outside Malfeas, the effects of this Charm are limited, inflicting only Lethal rather than Aggravated damage, and the difficulty to resist the effect is reduced by one. When used against a demon, this Charm costs only a single die of Paradox.


The King is Dead
Cost: 20m, 5p; Mins: Awareness 4, Essence 2; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: One Direction Invocation, any two Integrity Destiny Charms

The Sidereal Exalted were made for a time of war – a time when legions of gods perished daily, and little time was permitted for fate to assign a replacement. With this Charm, the Seer forces the issue. He lays one hand on a direct superior of the fallen deity and the other on a prospective replacement: a god, elemental, mortal, Exalt, or similar being. Potential replacements must be willing and unconstrained. With a word of acknowledgement, the Sidereal promotes the god to the position formerly held by the fallen spirit. The being becomes a god, his Essence increasing (if necessary) to match that of the previous office-holder, and gains the Charms and powers inherent to his new position. If Exalted, he loses access to any previous Charms or powers, though he may gain similar spirit powers; if he possesses an Exaltation, it flies from him to seek a new, mortal host. Should one of the Incarnae ever fall, any other member of the Incarnae counts as a superior for the purposes of this Charm.


Investigation: The Key

Auspicious Prospects for (Caste)
Cost: 1m; Mins: Investigation 1, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

This Charm is actually five Charms, one for each Sidereal caste; a Sidereal can learn as many of them as he wishes, though he must always begin with his own caste. Each Charm allows the Sidereal to sense whether a particular kind of action is favorable for the proper completion of destiny, as long as he gains at least one success on an (Intelligence + Investigation) roll. The questions answered are as follows:
· Journeys: Have I chosen a favorable time to leave? Have I chosen a favorable location to which to travel?
· Serenity: Does fate wish this person to be joyful? Will this course of action help them to be joyful?
· Battles: Should a battle happen in the chosen place? Should it happen at the chosen time? Should it happen between these combatants?
· Secrets: Should this information be concealed? Should it be revealed?
· Endings: Has this thing's time of passing arrived?


Efficient Secretary Technique
Cost: 2m; Mins: Investigation 1, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal spits out a tiny crystal spider, which retrieves any publicly-known piece of objective information from the Loom of Fate. It will not answer subjective questions (such as "Who is the fairest maiden in the land?") or those requiring interpretation of events (such as "Who is winning the fight?" or "Who murdered this man?"), nor will it uncover information that is actively concealed or simply not generally known. If the Sidereal maintains a personal library, he may also dispatch the spider to search his library for a concrete piece of information contained in it.


Research Assistant Invocation
Cost: 5m; Mins: Investigation 3, Essence 2; Type: Simple
Keywords: -; Duration: 5 days
Prerequisite Charms: Efficient Secretary Technique

The Sidereal claps his hands over a small living plant, and it reshapes itself into a willing research assistant. The plant has an Intelligence of (Sidereal's Essence or 5, whichever is lower); Investigation, Lore, and Occult scores of 5; and a pool of ten motes. It may improve any of its research die pools by up to 5 dice, at one mote per die. It does not need to eat or rest, and for the next five days it is unfailingly helpful in the Sidereal's research efforts.


Embracing Life Method
Cost: 10m, 1wp, 1lhl; Mins: Investigation 5, Essence 3; Type: Simple
Keywords: Prayer Strip; Duration: Instant
Prerequisite Charms: Research Assistant Invocation

Finding himself baffled by a problem, the Sidereal calls on the spirits of Creation to help him. He writes a Scripture of That Old Thing, pondering his question or concern as he does so. Then he buries the strip, watering it with his blood. The strip sprouts, growing into a mulberry tree, and the Sidereal departs. For the next five days, the small wood spirits of Creation are drawn by its mystery, leaving trinkets or messages containing scribbled secrets at its base. When the Sidereal returns five days later, he rolls (Charisma + Investigation); an impatient Seer who returns earlier must subtract one success for each day he is early. For every success, the Sidereal finds some hint that will assist him with his problem or point towards a solution to his riddle, as well as a useful trinket. While these objects seldom have monetary value, they often prove to be very useful in the Sidereal's further attempts to resolve his problem.

This Charm may be activated outside of Creation – but in stranger climes, there are no friendly spirits to which to appeal. The Sidereal must therefore find some alternative way of beckoning the local spirits, perhaps offering blood to Underworld spirits or crafting a metallic sheath for the tree in Autochthonia.


Never Cease Moving
Cost: 1e; Mins: Investigation 3, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

As the Sidereal prepares to make a Lore or Bureaucracy roll, he finds that the frenzied pace of his investigations is enough to sustain him. He only needs to sleep for one heartbeat a day, and he needs neither food nor water.


Ascending Destiny Mien
Cost: 1e, 1p; Mins: Investigation 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

While this Charm is active, the Sidereal gains +1 double on any social interactions with characters whom he knows possess Intimacies towards some form of illegal habit or addiction.


Provable Location of the Gate
Cost: 1e, 3p; Mins: Investigation 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

In a flurry of nigh-incomprehensible mathematics, the Sidereal proves that the current location of the Calibration Gate must be exactly where he is standing. Within moments, the universe proves him correct.


Bending the Mirror
Cost: 14m, 4p; Mins: Investigation 5, Essence 5; Type: Simple
Keywords: -; Duration: One day
Prerequisite Charms: Embracing Life Method, any two Investigation Destiny Charms

The Fivescore Fellowship traces an unending line of succession across five thousand years of glory. With this Charm, a Sidereal learns to peer back into that past, recalling the personality and memories of one of his Exaltation's past incarnations. While the Charm is in effect, the Sidereal's Intimacies and memories are replaced by that of his past life, though his traits are otherwise unchanged. The recalled personality generally understands its situation and the task for which it has been recalled; while rumors persist of past lives that tried to claw their way back into the present, no verified accounts of such actions are known.

When the Charm ends, all memory fades with it, and the Sidereal knows only what he knew when he activated the magic in the first place. It is strongly recommended that any important recollections be written or repeated before that time passes.


Larceny: The Guardians

Avoiding the Truth Technique
Cost: 8m; Mins: Larceny 2, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal speaks the absolute truth, but by body language and implication, he suggests a lie. This Charm may enhance any attempt at social influence to convince the target of the opposite of any true claim the Sidereal makes, granting double-8s on that roll. Against any subsequent Read Intentions roll to discover what the Sidereal meant by that statement, the Sidereal gains (Essence) non-Charm bonus successes to his Guile; anyone who fails to overcome the Sidereal's Guile sees firm evidence that the Seer was lying.


Thought-Swiping Distraction
Cost: 5m, 1wp; Mins: Larceny 2, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal exchanges a few brief words with his target, and walks away with the mark's train of thought tucked into his pocket. This Charm may only be used at Close range; the Sidereal rolls (Charisma + Larceny) against his target's Guile. In combat, he may steal one Initiative for every success by which he overcomes his target's Guile; he also receives one bonus Initiative simply for succeeding. In combat or out, if the Sidereal succeeds he gains a general sense of what the target was thinking, in broad terms such as "going to war" or "someone I love." If the target is thinking about an Intimacy, the Seer also knows the details of that Intimacy.


Sidereal Shell Games
Cost: 6m; Mins: Larceny 4, Essence 2; Type: Simple
Keywords: Stackable; Duration: One scene
Prerequisite Charms: Avoiding the Truth Technique, Thought-Swiping Distraction

The Sidereal's hand dips into his mark's pocket and steals his very competency. Activating this Charm, the Sidereal makes a pickpocketing attempt; if successful, he names an Ability. For the rest of the scene, the target suffers a -1 die penalty to all rolls involving that Ability, and the Sidereal gains +1 die to the same (unless he already has five dots in the chosen Ability). This Charm may be stacked up to (Sidereal's Essence) times, though the Sidereal cannot target the same Ability more than once.

In its base form, this Charm cannot be used to steal from an aware opponent – such as an enemy the Sidereal is currently dueling. With a Larceny 5+, Essence 3+ repurchase, the Sidereal can use this Charm from up to one range band away; as an added bonus, he may target even aware foes, though such opponents receive a +3 non-Charm bonus to their pools to resist the attempt.


Name-Pilfering Practice
Cost: 6m, 1wp; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

This Charm functions as per Sidereal Shell Games, save that it allows the Sidereal to steal his target's very name. If successful, the Sidereal may metaphysically remove any single name for his target of which he is aware. Other characters become unable to remember or call to mind the stolen name when considering the target. By contrast, if the Sidereal makes any attempt to disguise himself as the person, he may use the name freely and honestly – it is, quite literally, his name.


Dream Confiscation Approach
Cost: -; Mins: Larceny 4, Essence 2; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: Name-Pilfering Practice

This Charm permanently enhances its prerequisite; rather than steal the target's name, the Sidereal may activate it to steal the target's ability to dream, mangling the subtle gossamer of sleep. Such targets no longer recover Willpower from sleep and do not respire motes normally, though the frenzied rush of combat rouses them enough to maintain the normal mote recovery then. As a questionable benefit, those affected by the Charm cannot be fed upon by the raksha. Should this Charm be used on a raksha, in addition to its normal effects, the target fae cannot heal from either rest or any form of raksha magic.

The damage caused by this Charm counts as a Major Crippling effect; magic which can treat supernatural Crippling effects can also repair it, ending the Charm.


Masque of the Uncanny
Cost: 7m, 1wp; Mins: Larceny 3, Essence 2; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: Avoiding the Truth Technique

The Sidereal cloaks himself in tainted Essence, taking on the appearance of a creature outside Fate. This does not allow him to impersonate individuals, nor to drastically alter his overall form; rather, he appears as a nondescript and roughly human-shaped demon, ghost, or fae.

This Charm supplements a Disguise roll, which benefits from double-8s. Against mundane senses, the disguise is perfect; successes on the roll are relevant only for contesting supernatural perception.


Conning Chaos Technique
Cost: 10m, 1wp; Mins: Larceny 1, Essence 1; Type: Simple
Keywords: Prayer Strip; Duration: Varies
Prerequisite Charms: Dream Confiscation Approach, Sidereal Shell Games

The Sidereal raises a prayer strip on which is written the Scripture of the Savory Maiden. As he releases it, it straightens in the air as though nailed firmly in place. The Seer then enters into a bargain with the Wyld itself. He names an individual within ten miles and rolls (Manipulation + Larceny) against his target's Resolve. Regardless of his success, the target has a momentary glimpse of the prayer strip from the Sidereal's perspective, as a vague instinct warns her that she has become a bargaining chip.

If the Sidereal overcomes his target's Resolve, the target's fate is given over to the Wyld. For (1 + extra successes) months, she is plagued by Wyld forces, either facing the attentions of hostile (or worse - affectionate) raksha or risking mutation as though in the Middlemarches of the Wyld, though never both in the same month. For each month that her torment persists, she may roll (Intelligence + Lore) in an extended roll. With six total successes, she intuits that she can be free by destroying the prayer strip, which must have been within ten miles of her at the time of her vision. With twelve total successes, she discerns its exact location.

While her torment is temporary, the Sidereal cons the Wyld into permanently sacrificing itself. At the end of each month of the victim's torment, the Sidereal may designate (Essence) range bands of Bordermarches or Wyld-tainted territory that must be surrendered back to Creation, becoming permanent, stable parts of the world again.

Experienced Sidereal gamblers warn younger ones with a mathematician's refrain: bet big, and get out fast. Those who abuse this Charm too often soon find themselves targeted by unfriendly forces from beyond the edge of the world.


Lazy Works Smart Style
Cost: 1e (+1e); Mins: Larceny 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal has far too much to do to waste time working all day. He may activate this Charm to enhance any primarily physical labor, cutting the time required roughly in half, at a cost of one Endurance. (While some crafting projects may benefit from this effect, most artifact creation is too cerebral for it to apply.) When used in combat, he may pay a total of two Endurance to perform a Feat of Strength in a single turn.


Hayseed Eye
Cost: 1e; Mins: Larceny 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal gains +2 doubles on any Read Intentions roll to discover whether a person is trying to take advantage of him.


Talisman-Making Touch
Cost: 1e, 1p; Mins: Larceny 4, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal gains +1 double on a single Craft roll, but only as long as he plans to give away the fruit of his labor. If he activates this Charm multiple times for a single project, he need pay the Paradox cost only for the first invocation.


Oldest Secret Revealed
Cost: 1m, 1p; Mins: Larceny 5, Essence 5; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Conning Chaos Technique, any two Larceny Destiny Charms

To the ignorant, all knowledge is alike: everything is equally a mystery. Activating this Charm, the Sidereal may substitute any one Ability rating for any other Ability under the same purview; so, for instance, he might substitute Presence for Melee, since both are associated with Battle, but he could not substitute Presence for Performance, which is not.
Linguistics: The Pillar

Favorable Inflection Procedure
Cost: 5m; Mins: Linguistics 3, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Chosen of Fate knows your name; what greater honor could there be? Activating this Charm, the Sidereal speaks the target's name and makes an attempt at social influence, rolling (Charisma + Linguistics) against the target's Resolve with double-9s. If successful, he instills a positively-inclined Major Tie towards himself.


Blue Vervain Binding
Cost: 1m per character; Mins: Linguistics 2, Essence 1; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

The Sidereal recites a minute-long blessing in Old Realm; if he does not normally speak that language, the Charm's magic momentarily imprints it in his mind. At the end of the recitation, a group of up to (5 + Sidereal's Essence) beings are linked by fate. For as long as the Charm remains active, they may understand each other's speech, even if they share no common languages – or are unable of speech at all! All targets are still limited by their native intelligence; one could not, for instance, explain to a san-monkey how to complete a detailed piece of paperwork, nor could the san-monkey explain the details of its mate's pheromone display. Any targets of human intelligence may immediately learn any languages the others speak, though they must pay the normal experience cost to acquire the Language merit.


Abandoned Words Curse
Cost: 5m, 1wp; Mins: Linguistics 3, Essence 2; Type: Supplemental
Keywords: Psyche; Duration: Instant
Prerequisite Charms: None

With a careless ease, the Sidereal insults an aspect of language: a word, a turn of phrase, or even an entire dialect. This Charm enhances an attempt at social influence, and is explicitly allowed to enhance rolls using other Abilities. If the influence succeeds, the target finds himself unable to call up or even understand the chosen words – problematic if the phrase is, say, the countersign for a secret organization. Furthermore, the Charm prevents him from realizing that anything is wrong with him; targets so affected are convinced that the flaw lies in everyone else. Shaking off this delusion, and recovering the lost words, requires a payment of three Willpower points.


Lover's Oath
Cost: 20m, 1wp; Mins: Linguistics 5, Essence 3; Type: Simple
Keywords: Prayer Strip; Duration: Instant
Prerequisite Charms: Blue Vervain Binding, Favorable Inflection Procedure, Abandoned Words Curse

The Sidereal officiates over a wedding; he may be one of the participants or not, at his choosing. At its conclusion, he produces a prayer strip and binds it around the hands of the two partners, where it divides and becomes a pair of starmetal rings. While the Charm's effect is instant, its benefits last until either ring is removed or destroyed (as per the rules for destroying a prayer strip). A character may be part of no more than one Lover's Oath at a time.

While the Charm is in effect, the two partners are considered to be protecting each other with reflexive Defend Other actions at all times, as long as their range would permit them to do so. Whenever either participant defends the other in this way, the defender gains a single point of Initiative. If the defender should be injured in the course of his protection, the protected partner may gain two points of Initiative per health level he loses. Once per story for each participant, at the end of a scene in which one partner has been protected (physically or otherwise) by the other, the protected partner may regain a single point of Willpower.


Comforting Matriarch Embrace
Cost: 1e; Mins: Linguistics 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal comforts and holds another character before helping her off to sleep. On awaking, the target recovers an additional point of Willpower, as long as she would normally recover at least one.


Equitable Partnership
Cost: 1e, 1p; Mins: Linguistics 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal presents any honest business plan which he might reasonably have the ability to successfully direct. Within a day, a potential backer will approach him.


Best Friend's Couch
Cost: 1e, 1p; Mins: Linguistics 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

Knocking on the door of a house, the Sidereal announces himself as an old (and temporarily forgotten!) friend. Those within welcome him, allowing him a place to sleep and a warm meal. Such affections will not sustain him more than a few days, but by then, a new family has discovered their new old acquaintance.

As long as the Sidereal dedicates himself to whiling hours away with his hosts – leaving him only seven free hours a week - he is safe from official inquiry. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Linguistics), with double-9s.


Remembering the Best Times
Cost: 13m, 1p; Mins: Linguistics 5, Essence 5; Type: Reflexive
Keywords: -; Duration: One day
Prerequisite Charms: Lover's Oath, any two Linguistics Destiny Charms

The Sidereal is never far from the hearts of those who love him – whether they wish he was or not. For the duration of this Charm, no positive Intimacy towards the Sidereal can degrade or be degraded.


Lore: The Treasure Trove

Methodology of Secrets
Cost: 5m; Mins: Lore 2, Essence 1; Type: Reflexive
Keywords: -; Duration: Until character next sleeps
Prerequisite Charms: None

The Sidereal activates this Charm as he falls asleep. That night, he dreams of his place in the world and fate's designs for him. When he wakes, he interprets this vision and draws new inspiration from his commitment to enact it. He may immediately assign up to three Specialties, which may be in the same or different Abilities, and gains one non-Charm die to all attempts to create astrological destinies related to his chosen Specialties. The new confidence fades when the Sidereal next sleeps, but he may reactivate this Charm to assign new Specialties.


Of Truths Best Unspoken
Cost: 10m; Mins: Lore 3, Essence 2; Type: Simple
Keywords: -; Duration: Three hours
Prerequisite Charms: Methodology of Secrets

Seven gods – the Heptarchy of Tragedy – travel the roads of fate, searching for word of disasters too terrible for mortal ears. When they find such news, they seize and bury it, safe from discovery. To activate this Charm, the Sidereal must stand beneath a starry sky and name a single topic of interest, such as "The Mask of Winters" or "Wavecrest." Then, he begins to dig. Three hours later, he unearths a buried cachet of secrets. The Sidereal rolls (Intelligence + Lore); other Sidereals may join him in his meditative excavation, even if they do not know the Charm, and each such participant adds one non-Charm die, to a maximum of (Sidereal's Lore). The more successes the Sidereal rolls, the more clearly he understands the connection between events transpiring now and some future disaster involving his chosen topic.

This Charm may be used no more than once per month, and it may not be used to investigate a topic on which the Sidereal has already inquired.


Of Secrets Yet Untold
Cost: 5m, 1wp; Mins: Lore 3, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Methodology of Secrets

Leaning close to a god or elemental of Earth, the Sidereal utters a brief, incomprehensible sentence; even the speaker does not know its meaning. As he does so, he rolls (Manipulation + Lore) with double-9s as social influence. If he overcomes the target's resolve, the spirit understands the Sidereal's meaning and grasps some deep secret of the world's destiny – which it can never repeat to anyone.

In exchange for this truth, the spirit becomes indebted to the Sidereal. It may not initiate hostilities against him, though it may respond in kind if attacked, until it repays some future favor. Neither the Sidereal nor the spirit know what this favor is or when it may come, though the Sidereal may commit the mote cost of this Charm to ensure it comes within the current story.

This Charm may be used in combat, though it can only be used in this way once per scene. When used in this way, the Sidereal may target any character. For a moment, the target believes she stands on the brink of some great revelation – and then she realizes the Sidereal spoke only nonsense. In her moment of hesitation, however, she forfeits (Sidereal's Essence + extra successes) Initiative to the Sidereal, who also gains one bonus Initiative.


Of the Shape of the World
Cost: 5m; Mins: Lore 3, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Methodology of Secrets

The Sidereal inquires of the target's future. For every success on an (Intelligence + Lore) roll, he receives a single sentence about the target's future, such as, "A great battle will be fought here," or "You will meet a handsome stranger." He has no inherent sense of when these statements will be satisfied, though, unless the Charm is restricted to operate over a single year (which raises the Difficulty to 3) or a single month (which raises the Difficulty to 5). Regardless, the Sidereal may not inquire regarding a particular target more than once per day, and the Sidereal understands that altered actions (including those driven by the prophecy itself) may prevent these shadows from becoming reality.

This Charm may also be used to introduce or challenge a fact, as long as the Sidereal can justify his conclusion through future knowledge. This follows the normal rules for such attempts, but enhanced with double-9s.


Of Things Desired and Feared
Cost: 10m; Mins: Lore 4, Essence 3; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Methodology of Secrets

The Sidereal stands beneath the stars of heaven or before the Loom of Fate. Quietly, he declares a task which must be accomplished and rolls (Intelligence + Lore), at a difficulty based on the scope of the objective. Other Sidereals may assist him, even if they do not know the Charm, with each assistant adding one non-Charm die to a maximum of (Sidereal's Lore). If the roll succeeds, fate shows the seeker how his goal may be accomplished.

Then, it declares a price.

The exact effects of this Charm are left deliberately vague. In general, the broader and more difficult the Seer's goal, the greater the cost – up to and including all the Sidereal has to give. If the Sidereal pays the cost, however, the accomplishment of his goal becomes certain – or nearly so. Generally, the players must still resolve the actions which see the Sidereal to his goal; in some cases, this Charm may be used to bypass an otherwise-uninteresting sidequest. The cost, however, should almost always be higher than what the Sidereal would pay by pursuing the goal through normal work.

This Charm is not guaranteed to function when opposed by powerful Essence-users, such as Exalts or gods whose Essence is roughly twice the Sidereal's own. In such cases, the Sidereal still gains +2 doubles on all actions that directly support his goal. Lacking such opposition, fate simply guarantees success.


Of Horrors Best Unknown
Cost: 8m; Mins: Lore 4, Essence 3; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Of Secrets Yet Untold, Of the Shape of the World

The Sidereal wins a net of gossamer and hate and throws it over a target outside of fate. Against an unwilling target, this requires a Gambit at Difficulty 3, using the Sidereal's (Destiny + Lore) as the attack pool. If the net successfully binds the target, the foe is entangled inside fate for the rest of the scene; if the Sidereal spends an additional point of Willpower after the Charm succeeds, he may extend its duration to a year and a day. The net cannot bind transcendently powerful beings, such as Incarnae, Yozis, or Neverborn.

For the rest of the scene, all actions directly opposing the target receive -1 TN, as per Sidereal astrology, and the Sidereal may channel Intimacies on any such actions. A willing target may choose to sacrifice one dot of permanent Willpower; this binds the target within fate forever, though it does not impose the Charm's other restrictions beyond the end of the scene.


Transcendent Hatchet of Fate
Cost: 16m, 1wp, 1lhl; Mins: Lore 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Indefinite
Prerequisite Charms: Of Horrors Best Unknown, Of Things Desired and Feared, Of Truths Best Unspoken

The Sidereal brandishes a prayer strip with the Scripture of the Maiden in Terror. The strip writhes in his hands, glowing green, then burrows into his palm. At any subsequent time, the Sidereal may take a Simple action that may not be flurried, releasing this Charm's commitment while revealing his hand to a single victim. There, the target sees the words of the scripture, still glowing beneath the Sidereal's skin. In that moment, the Sidereal names some terrible fate awaiting the target (subject to Storyteller approval) and rolls (Intelligence + Lore) with double-7s as social influence against the target's Resolve.

Regardless of the success of this roll, the doom the Sidereal names is now written into the target's destiny. Unless fate is further altered – or creatures from beyond its reach interfere – that doom will come to pass. If the roll succeeds, however, the target is overcome by despair. For the remainder of the scene, she subtracts one success from all rolls for each 1 that appears in her dice.


Stab the Seer's Eyes
Cost: 1e; Mins: Lore 3, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: One season
Prerequisite Charms: None

While this Charm is active, the Sidereal is instantly aware of any attempt to analyze him astrologically that is not performed via a spell or Charm. He may cause any such readings to give false results. Against attempts that are performed via spells or Charms, he may increase the difficulty of any required roll by (Sidereal's Essence). This effect also applies to magic that would declare the content or success of any of the Sidereal's future actions.


Dismissive Scholar's Sniff
Cost: 1e; Mins: Lore 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal's arguments are backed by the libraries of heaven. Why, just yesterday he was reading a famous text that proves his opponent wrong – but that unlettered plebian has probably never even heard of it. This Charm enhances any attempt to Challenge a Fact, granting +1 double.


Professional Mien
Cost: 1e; Mins: Lore 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

This Charm has two effects. First, those around the Sidereal will treat him as if he was cultured and educated; they naturally turn to him to resolve linguistic disputes, solve difficult problems, and so on. Second, the Sidereal gains +1 double on all Lore, Bureaucracy, or similar rolls to solve such problems – but only as long as they are brought to him for mediation by another.


Well-Schooled Pedant Defense
Cost: 4m, 1p; Mins: Lore 5, Essence 5; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Transcendent Hatchet of Fate, any two Lore Destiny Charms

The Sidereal finds some way – however convoluted or implausible – of proving that one of his Intimacies opposes an attempt at social influence against him. He may do so even if the chosen Intimacy is also being invoked to support the chosen influence, in which case it counts as both supporting and opposing the influence.


Medicine: The Corpse

Peaceable Conclusion
Cost: 3m; Mins: Medicine 3, Essence 1; Type: Simple
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: None

Death need not be accompanied by pain; with a gesture, the Sidereal ends another character's suffering. The Sidereal may invoke this Charm on behalf of any ally at Close range, reducing his wound penalties by two for the remainder of the scene. It may also be invoked on a creature of death via a difficulty 2 Gambit; when used in this way, the target's limbs fill with the immobility of a corpse, increasing all wound penalties by one for the remainder of the scene. This applies even to its -0 wound penalty.


Smooth Transition
Cost: 3m; Mins: Medicine 3, Essence 2; Type: Reflexive
Keywords: Dual; Duration: Instant
Prerequisite Charms: Peaceable Conclusion

To all things, there is appointed a season; for those that linger on, the Chosen of Saturn wait to provide... encouragement. Against a creature of death, the Sidereal may activate this Charm to gain the following benefits. First, the Sidereal may channel intimacies against such a creature. Second, his damage rolls against creatures of death gain +1 double; on Decisive attacks, the damage is also Aggravated. Ghosts destroyed with this Charm pass peacefully into Lethe.


Invocation of the Storm-Following Silence
Cost: 5m, 1wp (+Xa); Mins: Medicine 4, Essence 3; Type: Simple
Keywords: Decisive-Only; Duration: Instant or Indefinite
Prerequisite Charms: Smooth Transition

The taint of the Underworld poisons Creation, bleeding it of Essence and infecting it with monsters from beyond the grave. The Sidereal stands ready to heal these wounds. Activating this Charm, the Sidereal may sacrifice any number of levels of his anima, as a wave of violet light sweeps out over the battlefield. This grants the following benefits. First, in the moment of activation, he rolls (Charisma + Medicine) as a Decisive attack against all creatures of death at up to Short range. Any creature whose Defense is overcome suffers (Sidereal's Essence + animal levels expended) dice of damage, which ignore Hardness. This does not reset the Sidereal to base Initiative. Against battle groups consisting mostly of creatures of death, this effect is devastating; double the Sidereal's damage after rolling.

Second, the Sidereal may choose to commit the mote cost of this Charm indefinitely. For as long as he does so, all shadowlands within Close range are treated as if they were part of Creation.

This Charm may be activated only once per scene.


Terminate Illness
Cost: 5m, 1wp; Mins: Medicine 2, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal makes the Lesser Sign of the Corpse over his patient, claiming an end to any mundane sickness. He rolls (Intelligence + Medicine) at a difficulty of the disease's Morbidity; if he succeeds, the disease's interval immediately ends, and the patient may roll to resist it, adding non-Charm bonus dice equal to the Sidereal's extra successes. If the patient succeeds at this check, the disease is cured.

With a Medicine 3+, Essence 2+ repurchase, the Sidereal may also activate this Charm against supernatural diseases.


Deferred Wounds
Cost: 4+m; Mins: Medicine 4, Essence 2; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: Terminate Illness (x2)

Touching an ally who suffers from injuries or poison, the Sidereal twists a knot into her fate, binding the harmful effect within. Wounds close as though they never existed; poison vanishes from her system. This effect is not without cost: the Sidereal must commit four motes per level of Bashing damage bound in this way, or six motes per level of lethal damage. Aggravated damage cannot be removed in this way. Against a poison, the Sidereal must commit motes equal to twice the poison's Damage rating. In any event, the removed effect remains in abeyance for as long as the motes are committed, and for five minutes afterwards; then the knot dissolves, and the effect reappears.


Earth and Sky Bargain
Cost: 10m, 1wp, 1lhl; Mins: Medicine 4, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Indefinite
Prerequisite Charms: Deferred Wounds, Invocation of the Storm-Following Silence

The Sidereal buries a strip on which is written the Scripture of the Maiden and the Road, placing it within a grave seven yards deep and placing stones over the top. Ten beams of violet light rise from the grave to encircle the star of a god or elemental of earth or air that must soon risk death. Within the next day, fate conspires to draw spirit and Sidereal together.

When they meet, the Sidereal may offer a bargain: the spirit can merge with him, granting (Sidereal's Medicine) additional natural soak (which stacks with armor) and (Sidereal's Essence) additional -0 health levels. The Sidereal may also transfer the bargain to another, though once transferred it may not be passed on again or withdrawn; in any event, the bargain lasts only so long as the Sidereal commits the motes. When it ends, the spirit reforms as a separate entity, slightly altered so as to escape the doom it previously faced.

If the spirit refuses the bargain, doom finds it within the next scene, and its star falls from the heavens as it dies.


Dignity of the Dead
Cost: 1e; Mins: Medicine 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal respectfully inters a single Intimacy that would penalize his Resolve, reducing its penalty by two.


Shadow of the Reaper
Cost: 3e, 1p; Mins: Medicine 5, Essence 4; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal makes the Superior Sign of the Corpse, and his target is struck with the dread that she, too, must someday die. He rolls (Charisma + Medicine), opposed by his target's Resolve; if he succeeds, he steals two points of Willpower from the target.


Rising Butterfly Prayer
Cost: 3e, 3p; Mins: Medicine 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal offers a brief and respectful prayer at the funeral to a recently-deceased individual, burning a silk memorial to the appropriate gods of reincarnation or Exaltation. In doing so, he commends the soul to their notice, guaranteeing that it will receive proper consideration for reincarnation in the life of his suggestion, up to and including new life in a body likely to Exalt as a Terrestrial.


Dead Man's Stand
Cost: 2m, 1p; Mins: Stealth 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Earth and Sky Bargain, any two Medicine Destiny Charms

The Sidereal cannot prevent his own death, but at least he can affect the manner of his passing. While this Charm is active, he does not die on receiving damage in excess of his Incapacitated health level. Instead, each additional level of damage converts one level of damage into Aggravated damage, starting from the top as usual. Should the Sidereal's health track entirely fill with Aggravated damage, the next level of damage will kill him as normal. Even then, the Charm guarantees that his body will be relatively intact and presentable enough for an open-casket funeral.


Melee: The Spear

Harmony of Blows
Cost: 6m (+1wp); Mins: Melee 3, Essence 1; Type: Simple
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: None

Rather than choose a single means of attack, the Sidereal chooses all of them. He may make up to (Dexterity) Decisive attacks, dividing his Initiative between them, as long as each attack contains at least three Initiative and targets a different character. (He may waive this last requirement by spending an additional point of Willpower.) These attacks ignore Hardness and may explicitly be made with any combat Ability and may be enhanced by its Charms - including any Martial Arts Ability. All attacks must be made with the same Ability, however. The Sidereal's Initiative does not reset to base until he finishes all attacks, and he does not count as missing his target unless all attacks miss.


Orchestration of Mirrored Fates
Cost: 4m; Mins: Melee 3, Essence 2; Type: Reflexive
Keywords: Counterattack, Decisive-Only; Duration: Instant
Prerequisite Charms: Harmony of Blows

Struck by an enemy's blow, the Sidereal offers to share that fate with his attacker. This Charm may be activated in response to any attack which successfully strikes the Sidereal, allowing him to perform a Melee-based Counterattack. With a Melee 4+, Essence 3+ repurchase, it may also be invoked on behalf of allies struck by attacks, though doing so increases its cost by one Willpower. The ally always has priority in such cases – if he makes a counterattack of his own, the Sidereal may not activate this Charm on his behalf. With a third purchase at Melee 5+, Essence 5+, the Willpower cost is waived if the ally was attacked by a creature outside fate.


Impeding the Flow
Cost: 2m; Mins: Melee 2, Essence 1; Type: Reflexive
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

The Sidereal cancels up to (Melee) points of penalties to his Parry Defense. If he successfully parries while using this Charm, he also steals a point of Initiative from his opponent.


Serenity in Blood
Cost: 4m, 1+i or 5m, 1wp; Mins: Melee 4, Essence 2; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Harmony of Blows, Impeding the Flow

For those who can see dematerialized spirits, the Sidereal's weapon seems to drip with crimson stardust. As his enemies attack, the Sidereal strikes at the blows themselves, cutting off their fate from his own. The Sidereal must activate this Charm before any dice are rolled, paying any number of points of Initiative. For every point he spends in this way, the attack roll loses one success. Against uncountable recurring damage, the Sidereal may instead pay five motes and one Willpower to perfectly defend against that damage.


Meditation on War
Cost: -; Mins: Melee 4, Essence 2 Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: Harmony of Blows

The Sidereal's greatest weapon is the world itself – the reality he has shaped to his desires. The Sidereal may have many pupils – characters he has trained in Charms, sorcery, or traits, or simply those who have benefited from his wise advice. Whenever the Sidereal deflects an attack on a pupil via a Defend Other action, or whenever a pupil does the same for him, the Sidereal may immediately gain one point of Initiative.


Smiling at the Damned
Cost: 3m; Mins: Melee 3, Essence 1; Type: Reflexive
Keywords: Dual; Duration: Instant
Prerequisite Charms: None

On a Withering attack, the Sidereal adds three dice to the post-soak damage of his attack. On a Decisive attack, he may carry over up to three extra successes from his attack roll to Damage.


Perfection of the Visionary Warrior
Cost: 10m, 1wp, 1lhl; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Prayer Strip; Duration: One scene
Prerequisite Charms: Orchestration of Mirrored Fates (x1), Meditation on War, Smiling at the Damned

The Sidereal binds a strip containing the Scripture of the One-Handed Maiden across his eyes. Dark blood drips down his cheeks from beneath this blindfold – but the Sidereal's vision is unimpeded. Indeed, it is improved: he sees his enemy's blows from the perspective of fate, knowing where a strike will land before it begins.

For as long as this Charm remains active, the Sidereal may ignore the Defense penalty for performing a flurry, as long as that flurry contains at least one attack made with any Ability. He may also ignore up to (Essence) points of Onslaught penalties to his Defense, and he reduces the cost of Impeding the Flow by one mote. As a final benefit, he may channel Intimacies on any attack made as part of a flurry.


Hero-Supporting Performance
Cost: 1e; Mins: Melee 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

If someone in the Sidereal's unit can do something, the Sidereal can, too. This Charm enhances a Feat of Strength, and it may be activated during any scene in which an ally has already performed such a feat. The Sidereal automatically succeeds at his own attempt, as long as the success and Strength requirements are no more onerous than those for the task performed by his ally. This Charm may be used only once per scene.


Battle-Carrying Presence
Cost: 1e; Mins: Melee 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The battle succeeds due to the Sidereal's superior tactical foresight. This Charm enhances any Strategic Maneuver roll, granting +1 double on that roll.


Someone's Son Style
Cost: 1e, 1p; Mins: Melee 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One month
Prerequisite Charms: None

The common people recognize the Sidereal as a war-weary soldier – one for whom the struggle has burned away all pretense of politics. As long as he acts the part, they will offer him food, shelter, and concealment from the enemy. Holding to the life of a fugitive is tiring; patrols or other events ensure the Sidereal has only seven free hours a week. While he maintains this position, however, his is safe from official inquiry. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Linguistics), with double-9s.


Maiden and Gambler Stance
Cost: 7m, 3p; Mins: Melee 5, Essence 5; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Perfection of the Visionary Warrior, any two Melee Destiny Charms

The Sidereal challenges his opponent to a contest – a tug-of-war, personal combat, a war, a game of cards – and names a stake that his foe must put up. The stake can be anything the challenged party possesses – not only physical objects (her life life, an Artifact, command of her legions) but metaphysical concepts (her love for another, her name, her moral code). The challenged party may refuse outright, but doing so shares the Charm's fate burden with her; she will face some inconveniently-timed future scene of strange, paradoxical occurrences, as causality breaks down in her presence. Otherwise, the challenged party may name a counter-stake possessed by the Sidereal. The Sidereal now has a final chance to agree or dismiss the offer. If he dismisses it, the Charm has no effect, but he must pay the Paradox cost as normal.

If both parties accept the proposal, the stakes they pledged are irrevocably put up for offer; no magic can prevent the winner from collecting. When the contest concludes, the loser may die, forfeit Intimacies, discover his treasure vaults suddenly empty, or any other fate appropriate to the promised stakes. The winner receives the stake, gaining Intimacies or treasure where appropriate. Some pledges, such as a life, may require specialized artifacts to contain them, lest they dissipate on receipt.

Should either party attempt to escape the game before its conclusion, their cowardice is construed as a forfeit. If outside circumstances prevent its conclusion, however, the game is merely placed in abeyance; it may be resumed at any future date, and the Charm is cancelled only if either party loses the thing they had pledged.


Occult: The Sorcerer

Mark of Exaltation
Cost: 3m; Mins: Occult 1, Essence 1; Type: Reflexive
Keywords: -; Duration: One scene
Prerequisite Charms: None

The Sidereal's caste mark glows like a lantern – one visible only to dematerialized spirits and other members of the Sidereal's caste. Those who can see its light can also see any dematerialized spirits within Medium range of the Sidereal. While the lantern glows, the Sidereal gains one bonus die to all social interactions with gods and elementals, and he may channel Intimacies on his interactions with such beings.


Tell-Tale Symphony
Cost: 4m; Mins: Occult 5, Essence 2; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Mark of Exaltation

For a moment, the Essence of the world chimes like music in the Sidereal's ears. This Charm functions as a purely auditory version of All-Encompassing Sorcerer's Sight, allowing the character to hear the soft bell-like presence of a spirit, the chiming of an artifact, the sonorous hum of a shape sorcery action, and so on. Each of these effects functions with enough clarity for the Sidereal to precisely identify its location, though it does not automatically void attempts at stealth.


Incite Decorum
Cost: 2m; Mins: Occult 2, Essence 2; Type: Simple
Keywords: Psyche; Duration: One scene
Prerequisite Charms: None

By his very presence, the Sidereal demands order among the courts of heaven. For the rest of the scene, any spirits of Essence 8 in the employ of heaven must be calm, polite, and reasonable. Negating this effect requires any such spirit to spend two Willpower points; even then, the cost of any Charms used to attack the Sidereal is increased by two motes. This Charm immediately terminates if the Sidereal initiates hostility, or even if he fails to show proper decorum himself. (Fighting back against an aggressor is not an inherently indecorous action.)


Unweaving Method
Cost: 5m, 1wp, 3a; Mins: Occult 4, Essence 3; Type: Simple
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: Telltale Symphony, Incite Decorum

The Sidereal pours his anima into the thread of a target's fate, causing it to solidify into a line of crackling essence. Whip-like, he slashes it through an enemy at up to Short range, rolling (Dexterity + Occult) as a decisive attack. If the attack succeeds, he rolls damage dice equal to (remaining Willpower points), ignoring Hardness; he does not reset to base Initiative.


Willing Assumption of Chains
Cost: 10m, 1wp, 1lhl; Mins: Occult 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Instant
Prerequisite Charms: Unweaving Method

The Sidereals are managers of heaven's affairs; one of their most sacred duties is to shape the bureaucracy of the gods themselves. Activating this Charm, the Sidereal scribes the Scripture of the Maiden in Chains on a prayer strip, signs it, and offers it to an unemployed god – one whose domain was lost, destroyed, or taken from him. If the god signs, the paper vanishes in a burst of green light – and the god is instated in a new position of the Sidereal's choosing. This may cause minor changes in the god, potentially including gaining a dot of Essence and a few additional Charms, but it does not alter the deity's Attributes or Abilities. Wise Sidereals choose a spirit that is already well-suited to the task at hand. (Wise gods ask what "the task at hand" is before signing.)


Terrestrial Circle Sorcery
Cost: -; Mins: Occult 3, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

This Charm functions as per the Solar Charm of the same name.


Celestial Circle Sorcery
Cost: -; Mins: Occult 4, Essence 3; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery

This Charm functions as per the Solar Charm of the same name.


Invincible Essence Core
Cost: 1e; Mins: Occult 1, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The character may reflexively block any effect that would drain his Essence, cause him to lose his memory, or remove his access to spells, Charms, or Ability dots. Such influence must contend with the Sidereal's Resolve, rolling an appropriate (Attribute + Ability) die pool as determined by the Storyteller, and only has its normal effect if it successfully overcomes this defense. This Charm may not be used to protect against pattern spider bite or the Greater Signs of the Maidens.


Prince of the Earth
Cost: 1e; Mins: Occult 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

Perhaps the Sidereal may be equaled, but none stand above him. He gains +1 double on one social roll with an unExalted character, as long as he acts the part of an Exalt (of any type) himself.


Seer
Cost: 1+e; Mins: Occult 3, Essence 1; Type: Reflexive
Keywords: Destiny, Stackable; Duration: Instant
Prerequisite Charms: None

The Sidereal may enhance any astrological inquiry into the future, whether performing the ritual himself or assisting another. He may add one non-Charm bonus die per point of Endurance expended in this way, to a maximum of his own (Essence).


Fate is All Things
Cost: 5m, 4p; Mins: Occult 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Willing Assumption of Chains, Terrestrial Circle Sorcery, any two Occult Destiny Charms

The Sidereal becomes a wellspring of destiny, pouring fate into all he encounters. For the remainder of the scene, the Sidereal may treat beings outside fate as if they were not, for the purposes of astrology and the Fate keyword.
Performance: The Musician

Heart-Brightening Presentation Style
Cost: -; Mins: Performance 1, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

The Sidereal performs at all times: his combat is a dance, his paperwork poetry. The Sidereal may channel Intimacies on any roll enhanced with the Bureaucracy, Performance, Presence, or Socialize Excellencies.


Faultless Ceremony
Cost: 1m; Mins: Performance 2, Essence 1; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal oversees all-under-heaven, ensuring that the world runs as it ought. This Charm enhances any attempt to conduct a ceremony or perform a social ritual that evokes hope or desire for a particular outcome; it is explicitly permitted to enhance rolls of other Abilities. The Sidereal may reroll all 1s on the roll to perform the ritual. If the roll succeeds, all willing participants receive a Major Principle committing them to accomplish the goal of the ritual. For a funeral, for instance, this Principle might state, "I will return the deceased's body to Sijan." A participant may, once per scene, channel this Intimacy into any action supporting that extended goal, even if he is not a Sidereal. The Intimacy lapses once the goal is accomplished or becomes impossible; if it is degraded by magic in the meantime, it loses its channeling benefits.


Perfection in Life
Cost: 5m; Mins: Performance 2, Essence 1; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: None

Not all are destined to be Exalts or kings or holy men, but all have the ability to live up to their own destinies. This Charm enhances a Performance-based Instill or Persuade action. Anyone whose Resolve is overcome and who does not elect to spend Willpower to resist the Influence may instead recover a point of Willpower, as the Sidereal's words or actions sweep him into the grand narrative of his own life story.


Defense of Shining Joy
Cost: 5m, 1wp; Mins: Performance 4, Essence 2; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Perfection in Life

The Sidereal predicts his opponent's attacks with graceful ease, as though their fight were an intricately planned ballet. For the remainder of the scene, the Sidereal may substitute his Performance for his Dodge when calculating his Evasion or performing a Disengage action. Regardless of which calculation he uses, the Sidereal ignores all penalties to his Evasion when defending against enemies with less Initiative than he has, and he gains one Initiative at the end of any round in which he is not attacked.


Song of Spirit Persuasion
Cost: 5m, 1wp; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Psyche; Duration: Instant
Prerequisite Charms: Perfection in Life

The Sidereal sings a song of stillness and calm in Old Realm, the ancient language of the spirits; if he does not speak this language normally, the magic calls the words to his mind. He rolls (Manipulation + Performance) as social influence against a god or elemental; if he overcomes the target's Resolve, the spirit is filled with a sense of peace and fellow-feeling towards the Sidereal. It becomes an Ally, as per the background, and gains a Major Tie of positive emotions towards the Sidereal. This compulsion may be resisted by spending three Willpower points in the instant that the Influence is applied.


Ice and Fire Binding
Cost: 10m; Mins: Performance 3, Essence 3; Type: Simple
Keywords: -; Duration: One season
Prerequisite Charms: Faultless Ceremony, Song of Spirit Persuasion

The Sidereal sings, a low, sonorous chant in Old Realm whose complexity requires an (Intelligence + Performance) roll at difficulty 9. (This difficulty is increased by two if the Sidereal does not ordinarily speak Old Realm.) Other priests – including Zenith-caste Solars and any Sidereal – may join him in this effort, to a maximum of (lowest Performance) assistants. Each such priest adds one non-Charm bonus die; each Sidereal instead adds one non-Charm success.


If the song is performed correctly, the Sidereal crafts an elemental whose Essence may be up to three dots higher than the Sidereal's own, to a maximum of 7. For one season, this spirit defends a tribe, city, or similar social group of the Sidereal's choice, supported by a Defining Principle to that effect. At the end of the season, the spirit usually dissipates; while particularly developed personalities may survive, the spirit generally retains no hostility towards the Sidereal that created it.


Harmonic Completion
Cost: 16m, 1wp, 1lhl; Mins: Performance 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Five Days
Prerequisite Charms: Defense of Shining joy, Ice and Fire Binding

The Sidereal writes a prayer strip with the Scripture of the Maiden and the Dancer and ties it around his eyes. There, it becomes a solid strip of starmetal and blue jade. While it remains there, the Sidereal is blind; should it ever be removed, either by the Sidereal or by another character (typically requiring a difficulty 3 Gambit), the Charm immediately ends.

While the strip remains, the Sidereal's words ring with a transcendent truth. He gains double-8s on all Performance-based rolls, and it costs one additional point of Willpower to throw off any successful influence. As a final benefit, his Resolve and Evasion are each increased by one point, which does not count as a bonus from Charms.


Strange Days
Cost: 1e; Mins: Performance 3, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

On presenting a possible source of gratification or intoxication, the Sidereal may temporarily treat the target as if she had a Minor Intimacy related to satisfaction via that source. If the target already has a relevant Minor or Major Intimacy, the Sidereal may instead treat it as if it were one level stronger.


Impossible-to-Remember Party Approach
Cost: 1e; Mins: Performance 2, Essence 1; Type: Supplemental
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

This Charm enhances any attempt to Inspire emotions in the Sidereal's audience, as long as those attempts are made as part of a performance of any kind. The attempt gains +1 double.


Brigand-and-Carouser Attracting Style
Cost: 1e, 1p; Mins: Performance 3, Essence 1; Type: Supplemental
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

At a party or late night drinking, the Sidereal finds an amenable social group – a family or circle of companions on the outskirts of society who will welcome him into their eccentric (and possibly violent) circle. The life of an outcast consumes all but seven free hours a week, but it offers full concealment from official investigation. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Performance), with double-9s.


Tyrannous Majority Mirror
Cost: 15m, 1wp, 3p; Mins: Performance 5, Essence 5; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Harmonic Completion, any two Performance Destiny Charms

The Sidereal identifies himself with a numerically inferior group that can is characterized by its opposition to or oppression by a larger group; examples might be a group of rebels or a persecuted ethnic group. Activating this Charm, he rolls a Performance-based Inspire action against all members of that group within (Essence * 10) miles, ignoring the penalty for multiple targets.


Presence: The Gauntlet

Force Decision
Cost: 4m; Mins: Presence 2, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal shapes the thoughts of his charges in subtle ways. This Charm may only be activated targeting a character who is considering one of several possible actions. These must be real, plausible alternatives in the target's mind; "Should I raise taxes or cut military spending?" might be a legitimate example, but "Should I have chicken for dinner or invade Thorns?" is not. (A vegetarian character would not find "eat chicken" a plausible alternative, either.) The Sidereal rolls (Manipulation + Presence) with double-9s as a Persuasion roll to convince the character to choose one of the alternatives. If the roll overcomes the target's Resolve, she must spend two Willpower (instead of the normal one) to resist via a Decision Point.


Presence in Absence Technique
Cost: 5m; Mins: Presence 3, Essence 1; Type: Simple
Keywords: -; Duration: One story
Prerequisite Charms: None

The Sidereal embeds an idea into a person's very thread of fate, where it waits for the proper circumstances to trigger its release. Activating this Charm, the Sidereal attempts to touch his target. If he succeeds, he may embed any form of social influence into the target's thread; the influence may be performed via whatever social Attributes and Abilities the Sidereal wishes, and it may be enhanced by Charms for those Abilities. The Sidereal pays all costs for enacting the influence now, but he does not actually roll its effects.

As the Charm activates, the Sidereal chooses some set of circumstances to trigger the influence, such as "Exactly one day from now" or "When Mnemon and the Roseblack next meet in this character's presence." If the trigger is satisfied within the next story, the original target is affected by the hanging influence, though to the target there seems to be no source for this effect. If the circumstances are not satisfied by the end of the story, or if the Sidereal releases commitment, the Charm lapses.

No more than one instance of this Charm may affect a character at a time.


Impose Motivation
Cost: 5m, 1wp; Mins: Presence 4, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal touches his target's forehead, as though to bless him; as he does, a flickering image of the Sidereal's caste mark momentarily shimmers on the target's left palm. The Sidereal chooses one of his Major or Defining Intimacies and rolls (Charisma + Presence) with double-8s as social influence. If he overcomes his target's Resolve, the target adopts that Intimacy at a corresponding strength, even if the Sidereal would normally lack the social leverage to impose Intimacies of that strength. Acting against the imposed Intimacy requires the target to spend one Willpower, which suppresses the magical Intimacy for a day. After (Essence) Willpower is spent in this way, the target is free of the Charm's effects.


Loyalty-Sacrificing Sidestep
Cost: 5m; Mins: Presence 4, Essence 2; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Impose Motivation, Presence in Absence Technique

Faced with unwanted social influence, the Sidereal fortunately discovers that his opponent wasn't really talking to him at all. This Charm may be invoked in response to any social influence targeting the Sidereal, as long as some third character at close range has a positive Intimacy towards the Sidereal. The Charm redirects the influence, causing the third character to be treated as if she were its original target. This Charm may only be used once per scene.

With a Presence 5+, Essence 3+ repurchase, the Sidereal may learn that physical attacks or other undesirable effects were not really targeting him, either. Under the same restrictions as above, he may retarget any such effect – including undirected trouble, such as a bonfire or Wyld mutation – to a character at close range with an appropriate Intimacy. Infinite recurring damage may not be redirected in this way. One of the new target's Intimacies degrades by one level, as such targets are at some level aware that the Sidereal has imposed on their good graces. As with the first purchase, the Sidereal may use this effect only once per scene.


Easily Accepted Proposition Stance
Cost: 12m, 2wp; Mins: Presence 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Instant
Prerequisite Charms: Force Decision, Loyalty-Sacrificing Sidestep (x2)

The Sidereal knows what the world will do. He knows. It remains only to inform the world.

Activating this Charm, the Sidereal draws a prayer strip inscribed with the Scripture of the Drowning Maiden and attaches it to his own shadow. As he releases the strip, he names some general sequence of events which must come to pass within the current scene... and the circumstances he describes come to pass, by the most likely means possible.

This Charm does not actually create or modify anything in Creation, but its activation ensures that the desired circumstances were always going to happen anyway: the Sidereal becomes temporarily wealthy (stumbling over treasure that had always been buried in this field), receives reinforcements (from a nearby tribe that had been planning to attack his enemies), or leaves no evidence of his crime (thanks to a house fire that started a few moments before he attached the prayer strip). The effects of this Charm may be very weird, however, and very few general circumstances are actually off-limits to it. As a general rule, any effect produced by this Charm will not exceed the Sidereal's Essence in appropriate numbers: difficulty, damage, penalty, Size, etc. So, for instance, an Essence 3 Sidereal might gain (temporary) access to Resources 3 via the buried treasure, receive a Size 3 battle group of native reinforcements, or impose a -3 penalty on all Investigation attempts thanks to the house fire.

Characters determined not to satisfy the Sidereal's circumstances may pay one Willpower to disregard this Charm. If the Sidereal declares reinforcements will arrive, a nearby legion might throw off the effect by spending one Willpower, but the magic will simply seek other suitable candidates. Rather than outright fail, the Charm almost inevitably reveals that the world has simply bent itself into some very peculiar positions.


Weak-Spine Sense
Cost: 1e; Mins: Presence 3, Essence 2; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal makes a single Read Intentions roll and compares the result to the Guile of all those present. He becomes instantly aware of anyone with an intimacy of fear or intimidation towards himself, as well as the strength of those Intimacies.


Knuckle-Cracking Stance
Cost: 1e; Mins: Presence 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal seems prepared to engage in violence at any moment. This sense of threat grants +1 double on any one Intimidation roll.


Thug Fist
Cost: 2e, 1p; Mins: Presence 3, Essence 2; Type: Supplemental
Keywords: Decisive-Only, Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal mars beauty, where he must. This Charm enhances any Decisive attack; it is explicitly permitted to supplement rolls based on Abilities other than Presence. If the attack inflicts at least one level of damage, the target's Appearance is reduced by one until all such damage is healed.


Angry Maiden Mantle
Cost: 3m, 1p; Mins: Presence 5, Essence 5; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: Easily Accepted Proposition Stance, any two Presence Destiny Charms

The Sidereal stands in the position of his patron Maiden; indeed, for a moment, his anima flows around him to create a rough facsimile of her appearance. In that moment, his word is unassailable. This Charm supplements any attempt to give an order to a god in heaven's employ. For the purposes of that command, the Sidereal counts as the god's direct superior in the Bureau of Heaven. Misuse of this Charm is at least a Severity 4 offense.


Resistance: The Mast

Ox-Body Technique
Cost: -; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable; Duration: Permanent
Prerequisite Charms: None

This Charm functions as per the Solar Charm of the same name, except that the health levels it provides are different:
· Stamina 1-2: One -0 health level
· Stamina 3-4: One -0 and one -1 health level
· Stamina 5: One -0, one -1, and one -2 health level.


Water and Fire Treaty
Cost: 5m, 1wp (1m, 1wp); Mins: Resistance 1, Essence 1; Type: Simple
Keywords: Stackable; Duration: Indefinite
Prerequisite Charms: None

The Sidereal touches an instance of one of the five elements - air, earth, fire, water, and wood - and activates this Charm. He subtracts his Resistance from the damage of all environmental hazards that might broadly fall into that category; these categories are intended to be all-encompassing, so a Sidereal immune to all five is proof against all elemental threats. A Sidereal may maintain several activations of this Charm at once, with every activation after the first costing one mote and one willpower.


Water and Fire Legion
Cost: -; Mins: Resistance 3, Essence 2; Type: Reflexive
Keywords: -; Duration: Indefinite
Prerequisite Charms: Water and Fire Treaty

This Charm permanently enhances its prerequisite. Touching an elemental and activating that Charm, the Sidereal may attempt to bind it as per the spell Summon Elemental, substituting (Charisma + Resistance) with double-9s for the binding roll. The Sidereal may also channel intimacies on this roll. If the binding succeeds, the elemental must be bound to protect the object of one of the Sidereal's Ties. The target must be a discrete and physically realizable thing – a city or social group is acceptable, but "justice" is not.

Against an elemental of the appropriate element for his caste (air for Journeys, wood for Serenity, fire for Battles, water for Secrets, and earth for Endings), the Sidereal instead benefits from double-8s on the binding roll.


Someone Else's Destiny
Cost: 4m, 1wp; Mins: Resistance 2, Essence 1; Type: Reflexive
Keywords: Stackable; Duration: Indefinite
Prerequisite Charms: None

When exposed to a poison or disease, the Sidereal may lock its fate away to give to someone else. He suffers no ill effects as long as he keeps his motes committed. The next time he makes a Decisive attack that inflicts at least one level of damage, he may choose to release commitment; if he does, the poison or disease passes to his target as though they had originally been exposed to it. A Sidereal may suspend up to (Essence) poisons and diseases simultaneously.

With a Resistance 3+, Essence 2+ repurchase, the Sidereal may even lock away (and pass on) less physical things, such as Wyld mutations and madness.


Shield of Destiny
Cost: 10m, 1wp, 3a; Mins: Resistance 4, Essence 2; Type: Reflexive
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: Someone Else's Destiny

The Sidereal activates this Charm when struck by a Decisive attack. Though destined to be killed, he steals those wounds to give to another. The Sidereal rolls (Dexterity + Resistance) before applying Hardness; each success steals one Initiative from the target and awards it to the Sidereal.


Optimistic Security Practice
Cost: 5m; Mins: Resistance 2, Essence 1; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: None

The Sidereal layers his days atop each other, reinforcing his own reality. His soak Increases by (Resistance), or (Essence + Resistance) if he is not wearing armor. If this Charm is activated while in the presence of an enemy, the Sidereal may wrap (Essence or 5, whichever is lower) of his enemy's positive Ties around himself, starting with the strongest. As his foe makes an attack, fate interposes an image of the beloved person or thing. The enemy can choose to either strike through the image, degrading the Intimacy, or hesitate – losing one point of Initiative for Minor Ties, two points for Major Ties, and three points for Defining Ties. (The Sidereal does not gain Initiative lost in this way.)Regardless, the Sidereal may not reuse that Tie, nor may he reactivate this Charm against the same target in a single scene.


Heartless Maiden Trance
Cost: 8m, 1wp; Mins: Resistance 4, Essence 2; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: Optimistic Security Practice

The Sidereal places his heart within a void, where it can never feel or be hurt. For as long as the heart remains there, the Sidereal suffers no penalties for fatigue, deprivation, encumbrance, disease, or armor. He does not need to eat, sleep, drink, or breathe, though he may choose to do so if he wishes. He cannot be knocked unconscious; while he still takes damage as normal, he may ignore two points of wound penalties.

In payment for his heartless durability, the Sidereal no longer respires Essence except from Charms and combat. When his commitment to the Charm finally ends, he immediately begins suffering any penalties of disease, deprivation, or injuries that he had previously ignored. Deprivation effects are compressed over the following scenes; a Sidereal who has gone for a month without eating might find himself rapidly wasting away, but he could mitigate the worst of his starvation by gorging himself over the next few days. Foregone breathing might similarly induce an extended bout of hyperventilation. Wise Sidereals are urged to find a place of suitable creature comforts before deactivating the Charm, even if they feel no need of such trivialities before doing so.


Storm's Eye Stance
Cost: 10m, 1wp (+3m per target per action; Mins: Resistance 5, Essence 4; Type: Simple
Keywords: Perilous, Prayer Strip; Duration: One scene
Prerequisite Charms: Heartless Maiden Trance, Shield of Destiny, Water and Fire Legion

The Sidereal raises a prayer strip on which is written the Scripture of the Eternal Maiden and releases it to the wind. As the strip flutters around him, the air grows dark, but the strip itself glows a brilliant yellow. As he activates this Charm, the Sidereal names up to (Essence) characters. For as long as he maintains the Charm's activation, any attacks targeting him are also applied to any such characters within Short range of the Sidereal. Attacks are not rerolled; instead, roll each attack once, applying the result to both the Sidereal and all additional targets (who may defend against it as normal).

This effect costs the Sidereal three motes per target per round that it is maintained, starting from the round in which the Charm is activated; these motes are spent, rather than committed. This Charm may be activated only once per scene, and it ends prematurely if the Sidereal is forced into Crash.


Strength of the Mast
Cost: 3e, 1p; Mins: Resistance 3, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

So long as he is the strongest person present, the Mast's strength is equal to any task. Reduce the Strength and success requirements on any Feat of Strength by two, as long as the Sidereal is not alone.


Structure of the Mast
Cost: 1e; Mins: Resistance 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal gains +1 double on any attempt to assist another in an action, including Distract Gambits.


Invisible at the Center
Cost: 1e; Mins: Resistance 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

Entering a populated area, the Sidereal is obviously a man accustomed to hard labor. Within a day, he is hired to perform some minor but time-consuming job. This provides enough money to cover his basic needs, but little else. As long as he dedicates himself to the life of a day laborer – leaving only seven hours free per week – he is immune to official attempts to investigate him. Mundane attempts to locate him fail, and he may contest any supernatural attempt to locate her with a (Stamina + Resistance) roll, gaining double-9s on the roll.


Inevitability Without Finesse
Cost: 12m, 1p; Mins: Resistance 5, Essence 5; Type: Simple
Keywords: Fate, Perilous, Uniform; Duration: Instant
Prerequisite Charms: Storm's Eye Stance, any two Resistance Destiny Charms

In his left fist, the Sidereal seizes his opponent's fate; in his right, he takes hold of his own killing intent. Drawing the two together, he binds them into one. He makes a single attack with any Ability of his choice. If that attack fails, on his next action he may attack the same target again, with the same kind of attack; this time, the attack benefits from double-9s. If it still fails, he may repeat the cycle with double-8s, and finally with double-7s. Should any attack in this chain succeed, the Sidereal may not be attacked by that target again until the start of his next turn.

This Charm may only be used once per scene. It deactivates immediately if the Sidereal strikes his target by any means, if the Sidereal fails to make an attack on his chosen target, or if the Sidereal enters Initiative Crash.


Ride: The Messenger

Ordained Bridle of Mercury
Cost: 10m, 1wp; Mins: Ride 2, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal spreads his hands, and a bridle of golden stardust appears between them. It dissipates at the end of the scene; before then, the Sidereal may choose any nearby animal to approach and bridle, as long as that animal would be a reasonable choice of Familiar. If no appropriate animals present themselves immediately, Mercury gifts the Sidereal with an instinctive knowledge of where one may be found. The chosen animal grows calm and allows itself to be bridled unless it pays 3wp to resist; if it resists, the Sidereal must choose another target. Once bridled, the animal becomes bound to the Sidereal as a Familiar, with a rating appropriate to its nature, and gains a Major Tie of affection for its new master. The new bond lasts through the end of the current Story, at which point it may remain or dissipate, depending on how the Seer has treated his companion in the meantime.


Spirit-Shape Companion
Cost: 10m, 1wp, 3xp; Mins: Ride 3, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Ordained Bridle of Mercury

The Sidereal touches the forehead of a beloved (or simply expedient) Familiar and promotes it to godhood. The Familiar immediately becomes an Essence 1 god unless it already had an Essence score, in which case its Essence is unchanged. Its only divine duty is to serve the Sidereal, though it may be assigned other tasks by heaven if released from his service. It becomes intelligent as a human, increasing its Intelligence to 2, and gains (Sidereal's Essence) new -1 health levels; if the Sidereal's Essence later increases, the Familiar gains additional health levels as well.

The new god gains a mote pool appropriate for a god of its Essence rating and a single universal spirit Charm (such as Measure the Wind). Its native state is now dematerialized, but it gains a unique version of the Materialize Charm costing only one mote. As a final benefit, it may take a Simple action to shift forms to a humanoid shape that blends human features with its natural characteristics; another Simple action allows it to shift back.

A Sidereal may invoke this Charm only on his own Familiars.


Godly Companion
Cost: 10m, 1wp, 2xp; Mins: Ride 4, Essence 3; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Spirit-Shape Companion

The Sidereal may further enhance a divine Familiar. Each application of this Charm grants one of the following benefits:
· One additional dot of Intelligence, to a maximum of 3.
· One dot of Strength, Dexterity, Stamina, or Perception. No trait may be raised above 5, nor can any trait be improved more than once.
· One dot of any Ability, though no Ability may be raised above 5 or improved more than once.
· One additional spirit Charm appropriate to its form and nature.
· The ability to ferry the Sidereal, plus one other passenger, to and from Yu-Shan.
A spirit enhanced five times by this Charm increases to Essence 2, and a spirit enhanced an additional ten times increases to Essence 3. Any spirit enhanced at least once gains additional responsibilities – it is expected to report on the Sidereal's doings to Jagoth, the many-limbed (and vastly overworked) former Familiar whose domain is the doings of his brethren.


Breaking the Wild Mortal
Cost: -; Mins: Ride 2, Essence 2; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: Ordained Bridle of Mercury

This Charm permanently enhances its prerequisite, allowing it to target unExalted mortals. Those bridled via this Charm do not become Familiars; instead, any character bridled in this way becomes a one-dot Acquaintance of the Sidereal. Repeated uses of the Charm on the same target increase the Acquaintance rating, either increasing the character's familiarity with the Sidereal or drawing more of his social circle into the connection, but the Sidereal may not create a rating higher than his own Essence in this way. As with the base Charm, the granted Background fades at the end of the Story unless the Seer makes a particular effort to retain it.


Yellow Path
Cost: 2m; Mins: Ride 3, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal prays to Mercury, declaring a destination he must reach and a deadline before which he must arrive, and rolls (Charisma + Ride). The deadline may be convenient, but it must be real; the Sidereal could not use a conveniently-timed wedding to justify his trip to the Imperial City unless he plans to actually attend the wedding.

With at least one success on the (Charisma + Ride) roll, Mercury reveals an efficient path that will take him to his destination in three-quarters the normal time. With at least five successes, she reveals any possible path to allow him to arrive on time via mundane means. The path might still require extraordinary measures – running through the night, paying hefty bribes, stealing horses - but if a way exists, the Sidereal is made aware of it.

If the Sidereal rolls ten successes, Mercury instead reveals a supernatural path – a magical shortcut that will take the Sidereal (and any companions) to his destination on time, if followed. The path may not be free of hazards, but it will not be inherently fatal, either. Ultimately, this Charm allows the character to bypass distance, but not danger or difficulty; all attempts to find Yellow Paths into the Imperial Manse have deposited their travelers (very promptly) outside the Manse's front door.

This Charm may be invoked only once on behalf of any deadline.


Glory Path
Cost: 8m; Mins: Ride 3, Essence 2; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Yellow Path

The Sidereal's mount exudes pale yellow light. For the remainder of the scene, it may ignore any natural obstacles to travel, dancing lightly across the heads of a crowd or the waves of the sea, or galloping up a sheer cliff face. Manmade obstacles such as walls still impede its progress as normal. Its Speed bonus increases by two, and the Sidereal may channel Intimacies on any of its movement-based rolls.


Riding the Dragon
Cost: 20m, 1wp, 1lhl; Mins: Ride 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: One scene
Prerequisite Charms: Breaking the Wild Mortal, Glory Path, Godly Companion

The Sidereal draws forth a prayer strip on which is written the Scripture of the Desirable Maiden and attaches it to the forehead of a Familiar or mortal Acquaintance. Unwilling participants must be bound or otherwise restrained from pulling the strip off over the course of the next five actions; unless the strip is removed, at the end of the fifth action the character undergoes a very painful transformation into a lesser elemental dragon of air or water, the words of the scripture now flowing down the scales of its back.

The dragon has a Defining Tie of loyalty to the Sidereal and will always consent to serving as his battle companion or mount, though it will attempt to throw off any rider of whom the Seer has not approved. Its Speed bonus is +5, and it has Charms and other vital statistics of an Essence 4 spirit.

At the end of the scene, the Charm lapses, and the dragon returns to its original form – in body, at least. Its mind is lost, forever burned out by the glory of its brief sojourn. Such unfortunates do not recover, absent magic able to heal supernatural mental injuries; this price may only be prevented if the Sidereal sacrifices a dot of permanent Willpower. Doing so fixes the target forever in the form of a dragon; while the supernatural loyalty (and corresponding Intimacy) fade, a willing participant typically retains no hard feelings towards the Sidereal, and the relationship between the two may develop more naturally from this point onwards.


Iron Heart, Iron Horse
Cost: 1e; Mins: Ride 4, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: One month
Prerequisite Charms: None

While carrying a message, the Sidereal and her mount may cover tremendous ground. Outside combat, this doubles the mount's effective speed. If this would still be less than the speed of a horse, increase the mount's speed to that of a horse. In combat, the Sidereal may attempt to Disengage reflexively; using the Charm in this way ends it immediately, whether or not the attempt succeeds, though the Sidereal may re-activate it up to once per round.


Blow Wind Style
Cost: 1e; Mins: Ride 2, Essence 1; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal is always well-rested. He may recover Willpower after any night in which he manages to sleep, even if his rest is fitful and interrupted, unless some magic would declare otherwise.


Field Mouse Rider
Cost: 1e, 3p; Mins: Ride 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: One day
Prerequisite Charms: None

Any of the Sidereal's Familiars can bear and carry him at its normal rate of movement without harm to either partner.


Without Temptation
Cost: 12m, 2p; Mins: Ride 5, Essence 5; Type: Simple
Keywords: Fate; Duration: Instant
Prerequisite Charms: Riding the Dragon, any two Ride Destiny Charms

The Sidereal touches a willing target and names a master-servant relationship, with the touched character as the servant and any other character (present or not) as the master. He sheathes that relationship in essence, protecting it from any influence that would deny the hierarchy created by She Who Lives In Her Name and perpetuated by heaven. The servant immediately gains a Defining Tie of subservience to the chosen master. For the next year, the servant may treat any influence which would cause her to act against this Intimacy as an unacceptable order, though she may still act against her master of his own will. Influence which would degrade the chosen Intimacy must be re-rolled, taking the lower result; even if successful, it opens only a single scene in which the character can be persuaded. At the end of any such scene, the Defining Tie reasserts itself. Not even the Sidereal can recall this Charm once it has been activated.


Sail: The Captain

Serendipitous Voyage
Cost: 3m; Mins: Sail 1, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal must needs travel to a particular destination – now. He waits for transportation (a boat, a sand ship, a stagecoach) in a place where such travel is normally arranged (the docks, a loading platform, a ticket counter) and names his destination. Within a day, a vehicle arrives that will take him to where he must go – though that may not be its posted destination! If the Sidereal boards the vessel, fate conspires to carry it to the Sidereal's objective, perhaps through storms, navigation errors, or hostile forces. This Charm is no guarantee of safety; a Sidereal who requests transport to the lost pirate city of Bluehaven will inevitably find his ship boarded by Lintha pirates.

This Charm does not function on personal-scale transport, such as rowboats or horses, nor will it allow a vehicle to convey the Sidereal beyond the craft's normal reach; a sand ship in the southern deserts, for instance, will not carry the Sidereal to the Blessed Isle.


Stone Skipping Spirit
Cost: 5m; Mins: Sail 1, Essence 1; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

With a quiet breath, the Sidereal opens space between his ship and the threads of danger about it. Until the Sidereal disembarks from the ship, it does not suffer any penalties or damage from normal environmental conditions: waves, storms, high winds, and so on.


Salt into Ash Sleight
Cost: 5m; Mins: Sail 1, Essence 1; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal aims a pointed glare at a spirit associated with water; a water elemental, a god of a lake, a demon of the demon-sea Kimbery, and the ghost of a drowning victim are all legitimate targets for this Charm. He rolls a Persuade action against the target, substituting his Sail for any social Ability. If he overcomes the target's Resolve, the spirit suddenly recalls an (entirely real, though unknown to the Sidereal) task that it must perform elsewhere. It is compelled to hurry away and complete this task, and may only resist this compulsion by spending two points of Willpower, which immunizes it against further influence from this Charm for the rest of the day. If the Sidereal does not overcome his target's Resolve, the social influence reflexively repeats itself every time during the rest of the scene that the Sidereal reaches a new, higher level of anima effect. (Thus, the effect may recur at most three times). The Sidereal may pay for Excellencies or other Charms to enhance these new effects.

If the spirit spends the Willpower to refuse the compulsion, the world itself urges it on its way. The Sidereal and all his companions receive a -1 modifier to the TNs of all attempts to force it to go, through violence or persuasion, for the rest of the scene. This effect terminates if any of the Sidereal's allies attempt to prevent it from leaving.


Walls of Salt and Ash
Cost: 5m, 1wp; Mins: Sail 3, Essence 2; Type: Simple
Keywords: -; Duration: One day
Prerequisite Charms: Salt into Ash Sleight

The Sidereal traces the sign of Journeys onto the prow of a ship (or other conveyance appropriate for transporting groups), where it glows yellow for a moment before fading. For the rest of the day, the ship is warded against all members of one of the following groups: gods and elementals; the Fair Folk and other denizens of the Wyld; the dead and creatures of the Underworld; demons and other creatures of Malfeas. The Sidereal learns to protect from any two groups when he purchases this Charm; he may learn to shield against the others with a repurchase. Regardless, the Sidereal may not ward a ship against more than one group at a time.

For the remainder of the day, any members of the targeted group whose Essence is equal to or lower than the Sidereal's may not touch or board the ship. Against any environmental effect that originates with the chosen energies – Wyld mutation, say, or a hurricane conjured by a Storm Mother – all those aboard the ship gain (Sidereal's Essence) non-Charm bonus dice to any appropriate resistance rolls. Should beings of the appropriate category attempt to harm or influence those aboard the ship, they lose one success for each 1 produced on any relevant rolls.

An entity may resist this Charm's effects for one Willpower per round, but it must spend a total of (Sidereal's Willpower) to wholly shake off its influence.


Mirror-Shattering Method
Cost: 5m, 1wp; Mins: Sail 3, Essence 2; Type: Simple
Keywords: -; Duration: Five days
Prerequisite Charms: Stone Skipping Sleight

The Sidereal casts a handful of salt overboard, and the sea vanishes beneath a sheet of white. The vessel is dematerialized and only faintly visible from Creation, though dematerialized spirits may interact with it normally. Add one to the vessel's speed; it may even sail across dry land, so long as it rematerializes in a sufficiently large body of water, though such feats add two to the difficulty of any navigation rolls required. The journey ends in five days, when the vessel reaches its destination, or when the Sidereal leaves the ship.

It is possible to sail to Yu Shan via this Charm; the trip always requires exactly five days. It may also be possible to sail to Malfeas, the Underworld, or stranger climes, but such feats require intense research and thorough knowledge of the destination. A Sidereal may use this Charm without actually being on a boat, but this requires him to swim on his own for the duration of the Charm.


Five Ordeals Odyssey
Cost: 10m, 1wp, 1lhl; Mins: Sail 5, Essence 3; Type: Simple
Keywords: Prayer Strip; Duration: Instant
Prerequisite Charms: Serendipitous Voyage, Mirror-Shattering Method, Walls of Salt and Ash

Sometimes, the Sidereal encounters an obstacle for which he has no resolution – a barrier that would prevent him from reaching his objective. In such cases, he may appeal to Heaven, scribing a prayer strip with the Scripture of the Maiden and the Sea and throwing it into the air, where it explodes in a flash of yellow lightning.

By the end of the scene, the obstacle has been revealed. Perhaps the blockade that opposed his passage has been destroyed by a storm, or the landslide bypassed when the Sidereal is carried off by a giant bird. In its place, however, the Sidereal faces a new obstacle – one no less dangerous, but perhaps better suited for his talents. In place of a blockade of ships, he now finds himself hemmed in by a hurricane; while the landslide lies behind him, he will soon serve as food for the giant bird. This Charm may not be used to dispose of the new hazard, against which the Sidereal must rely on his own talents. It also does not function against threats outside fate, such as demons or energies of the Wyld.


Ship-Commanding Attitude
Cost: 1e; Mins: Sail 2, Essence 1; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal gains +1 doubles on attempts to command the crew of his vessel, but only so long as he rules absolutely.


Choosing for Fangs
Cost: 1e; Mins: Sail 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One month
Prerequisite Charms: None

The Sidereal draws hard men to himself – men who can command others to sail cheerfully to their deaths. Underlings with a Resolve lower than the Sidereal's Sail will never complain of his behavior as a boss. The effects of this Charm may be disregarded at a cost of two Willpower.


Iron Drill Exercise
Cost: 1e, 1+xp; Mins: Sail 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal trains his crew to iron-edged perfection. For each week of drill, a group of no more than (Sidereal's Essence) members gain one dot in an Ability, to a maximum of 4. In addition to the endurance cost, the Sidereal must pay experience equal to the highest cost among any of those trained.


Legitimate Ownership Benefit
Cost: 10m, 1p; Mins: Sail 5, Essence 5; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Five Ordeals Odyssey, any two Sail Destiny Charms

The Sidereal runs his hand across one of the gates by which one can exit Yu-shan, and he alters its destination. The door now connects to any door in a building (or similar-sized construct, such as a ship) owned by the Sidereal. The Seer and up to a Size 1 group of companions may travel through the door to that destination, at which point the Yu-Shan gate returns to its normal operation. This Charm confers no ability to return to Heaven through arbitrary doors.
Socialize: The Lovers

Shun the Smiling Lady
Cost: 7m; Mins: Socialize 2, Essence 1; Type: Simple
Keywords: -; Duration: Indefinite
Prerequisite Charms: None

All things end – love included. Touching his target, this Sidereal strikes her name from the rolls of love. He makes a single (Manipulation + Socialize) roll as an Instill action against all those who have romantic Intimacies towards the target, regardless of distance. Such characters may not spend Willpower to resist this influence, nor is their Resolve modified by their Intimacies. Any character whose Resolve is overcome immediately loses all romantic Intimacies towards the target.

For as long as the Sidereal commits motes to this Charm, characters may not spontaneously develop romantic Intimacies towards the target. It is still possible to Instill such Intimacies, but any rolls supporting attempts to do so lose one success for every 1 produced and never benefit from double successes on any number.


Cash and Murder Games
Cost: 10m; Mins: Socialize 3, Essence 2; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: Shun the Smiling Lady

This Charm enhances any Inspire roll. The Sidereal chooses one person targeted by that influence and names her the victim; he chooses another person, potentially including himself, and names her the beneficiary. He then defines some relationship between the two such that the beneficiary dominates the victim emotionally; fear, lust, and reverence could all be appropriate contexts for this relationship. As long as his social influence would inspire emotions encouraging the chosen relationship, he may channel Intimacies on his roll, which also benefits from double-8s. If the victim's Resolve is overcome, in addition to the normal effects for inflamed passions, she takes a -3 penalty on all actions that would directly oppose the chosen relationship for as long as the feelings last.


Life Without Compunction
Cost: 5m; Mins: Socialize 3, Essence 1; Type: Reflexive
Keywords: -; Duration: Instant
Prerequisite Charms: Shun the Smiling Lady

The Sidereal invokes this Charm in response to any embarrassing action or social faux pas, whether committed by himself or another. He may reflexively roll (Manipulation + Socialize) with double-7s as a Persuade attempt against all those present; this roll ignores the penalty for multiple targets, and the Seer may channel Intimacies on it. Anyone whose Resolve is overcome refuses to hold the action against the one who committed it; while he might be arrested for striking the governor in the face, all those present (including, potentially, the governor!) will personally consider the incident merely to be proof of the character's roguish charm.


You and Yours Stance
Cost: 10m, 1wp; Mins: Socialize 3, Essence 3; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Cash and Murder Games, Life Without Compunction

All wish to be like the Exalted. For some, this fills them with a fawning desire to please, while for others, it fans an intolerable jealousy. For the remainder of the scene, all Intimacies towards the Sidereal – whether positive or negative – are treated as if they were one step stronger than they actually are for the purposes of modifying Resolve, taking Instill actions, or encouraging behavior. Characters with no Intimacies towards the Sidereal are generally treated as having Minor positive Ties, unless the Sidereal has recently taken any minor actions that might incline them negatively (in which case they are treated as having Minor negative Ties). Defining Intimacies are not further strengthened by this Charm.

In practice, this Charm tends to encourage spontaneous behavior towards the Sidereal on the part of those nearby. Seers generally find themselves mobbed with well-wishers – and, occasionally, hunted by those who suddenly nurse grudges.


Fortuitous Fellowship
Cost: 12m; Mins: Socialize 4, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal calls together a new social group, united by common interests of which they were previously unaware. Activating this Charm requires a weeklong process of mingling, socializing, and intertwining the Sidereal's thread with others. At the end of this time, the Sidereal rolls (Manipulation + Socialize) as an Instill action, spending the successes to draw together a group with the qualities he chooses:
· Each point of Size, to a maximum of the Sidereal's Essence: two successes.
· Each dot of average competency in a chosen Ability, to a maximum of four: one success.
· The group recognizes one of the Sidereal's Resplendent Destinies as leader: two successes.
This Charm is limited by the available supply; the Sidereal may not call together a legion of accountants in a tiny desert village, no matter how well he rolls. Members may be united by any shared interest the Sidereal chooses, and the new organization may have any goal that he likes. Improbable combinations – a lady's tea club bent on assassinating the Council of Entities – do not tend to last very long.


Wanting and Fearing Prayer
Cost: 10m, 1wp, 1lhl; Mins: Socialize 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Indefinite
Prerequisite Charms: Fortuitous Fellowship, You and Yours Stance

The Sidereal raises a pair of prayer strips inscribed with the Scripture of the Whore, one in each hand. For each, he names a single individual within ten miles of his current location; each such target must have had at least one scene of interaction with the Sidereal in the current Story, and the Sidereal must have used that opportunity to perform a successful Read Intentions action on the target, learning at least one Intimacy. Over the next five minutes, the Sidereal silently contemplates what he knows of these two individuals. Then, the prayer strips vanish in a burst of blue flame.

The Sidereal names a new relationship between the two targets – regardless of their current connections, or even whether they have met at all. He rolls (Manipulation + Socialize) as an Instill action against both targets, ignoring the penalty for multiple targets. This roll receives double-8s, and the Sidereal may channel Intimacies on it; targets may not spend Willpower to disregard it. If the Sidereal fails to overcome either target's Resolve, the Charm simply terminates. Otherwise, one strip silently reforms around one of each target's bones, which becomes as durable as the strip itself for as long as it remains. This process does not harm the target, and indeed, targets are generally unaware of its effects unless the bone in question is exposed. The strips may be removed only via surgery or the termination of this Charm.

While the strip remains, fate conspires to draw the two targets together. On meeting each other, each immediately develops a Defining Tie towards the other, in a context appropriate to the chosen relationship. Attempts to act against this Intimacy suffer a -3 penalty, while attempts to degrade the Intimacy must be rerolled if successful, taking the lower result.

When the Charm ends, the Intimacy remains, though it loses all supernatural effect and may be degraded or acted against normally.


Handsome Boy Eyes
Cost: 1e; Mins: Socialize 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Indefinite
Prerequisite Charms: None

This Charm enhances any attempt to seduce a target. The Sidereal need not do anything other than meet his target's eyes for the Charm to be effective; furthermore, the attempt gains +1 double.


Celestial Bliss Trick
Cost: 2e; Mins: Socialize 4, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

This Charm supplements any sexual interaction with a partner; at the completion of the act (which must last at least three minutes), the partner gains a Defining Tie of lust for the Sidereal.


Whore-and-Virgin Stance
Cost: 1e, 1p; Mins: Socialize 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

On entering a populated area, the Sidereal is recognized as a courtesan or prostitute; within a day, he finds a patron or pimp willing to support him. As long as he maintains this life – which consumes all but seven free hours a week – he is proof against all official investigation. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Socialize), with double-9s.


Coercion by Any Means
Cost: 5m, 1p; Mins: Socialize 5, Essence 5; Type: Reflexive
Keywords: Decisive-only; Duration: Instant
Prerequisite Charms: Wanting and Fearing Prayer, any two Socialize Destiny Charms

The Sidereal discards society's polite fictions for a darker truth: all force, whatever its source, is the same. While grappling an opponent, he may activate this Charm to enhance any Decisive attempt to savage his foe. As he does so, he declares some attempt at social influence. If his savaging roll would inflict at least one level of damage, it instead inflicts no damage, but the social influence is automatically successful. The target may still spend Willpower to resist it as per the normal rules for social influence, but he must spend one additional point of Willpower to do so.


Stealth: The Mask

Soft Presence Practice
Cost: 4m, 1wp; Mins: Stealth 2, Essence 1; Type: Simple
Keywords: Mute; Duration: One scene
Prerequisite Charms: None

The Sidereal quiets his own Essence so as not to disturb the workings of fate – or blow his cover. While this Charm is active, the Sidereal's Stealth Excellency gains the Mute keyword, and he gains +1 double on all Stealth rolls. As a final benefit, activating this Charm cancels any levels of anima banner the Sidereal currently displays.


Walking Outside Fate
Cost: 5m, 1wp; Mins: Stealth 4, Essence 2; Type: Simple
Keywords: Mute; Duration: Indefinite
Prerequisite Charms: Soft Presence Practice

A Sidereal does not hide; he simply stands where no one happens to look. The Sidereal rolls his (Dexterity + Stealth) and compares the result to the Resolve of all other characters in the scene. Anyone whose Resolve is overcome simply fails to locate the Sidereal, who is always somewhere just out of sight: behind a back, beside a momentary distraction. By removing himself from the entanglements of fate, he also removes all trace of his passage. Mundane attempts to track him automatically fail, and against supernatural attempts he gains +1 double.

An opponent who is aware that the Sidereal (or, at least, that someone) is present may attempt to attack him anyway, but this is treated as an attack on invisible opponent. This Charm terminates if the Sidereal involves himself in the affairs of fate once more, such as by rolling Join Battle, attempting to steal or damage an object for which an observer has a Major or Defining Intimacy, or gaining at least two levels of anima banner.


Subordinate Inspiration Technique
Cost: 1m; Mins: Stealth 5, Essence 3; Type: Supplemental
Keywords: Mute; Duration: Instant
Prerequisite Charms: Walking Outside Fate

This Charm may only be activated while its prerequisite is active, and only against a target unaware of the Sidereal's presence. It enhances any attempt at social influence, and it is explicitly allowed to enhance rolls made with other Abilities. If the influence overcomes the target's Resolve, the target believes that he hears only his own thoughts – after all, no one else is there! Targets given a reason to suspect this conclusion may pay three Willpower to realize the words are external to themselves, though this still does not reveal the Sidereal's presence.

If the enhanced influence should fail, the target can roll (Perception + Awareness) against the Sidereal's Guile. If the target succeeds, she realizes that there is an invisible presence in the room with her.


Gift of a Broken Mask
Cost: 6m, 1wp; Mins: Stealth 2, Essence 2; Type: Simple
Keywords: Mute; Duration: Instant
Prerequisite Charms: Soft Presence Practice

The Arcane Fate shields the Sidereal from the world, causing all who see him to forget his presence. With this Charm, a Seer may extend this gift – or curse – to another. Activating this Charm, the Sidereal attempts to touch his target. If he succeeds, he rolls (Wits + Stealth) against the target's Resolve. If he overcomes the target's Resolve, the target suffers one day of Arcane Fate, plus one day for each extra success the Sidereal rolled. On the other hand, the target becomes immune to the Arcane Fates of other Sidereals for the duration of the Charm, seeing (and remembering) them as they really are.

With a Stealth 3+, Essence 3+ repurchase, the Sidereal may waive the touch requirement of this Charm, targeting characters at up to Short range. With a third purchase at Stealth 4+, Essence 4+, he may pay an additional point of Willpower to target a group of Size (Sidereal's Essence) or less with a single invocation, affecting any characters whose Resolves are overcome. Such groups tend to go overlooked and unnoticed in their actions.


Blinding the Boar
Cost: 5m, 1wp; Mins: Stealth 4, Essence 2; Type: Simple
Keywords: Mute; Duration: One scene
Prerequisite Charms: None

The Sidereal layers a dozen conflicting fates on top of himself, disguising his true position in a haze of possible futures. While he is clearly present in the scene, his exact location is much harder to discern. He may attempt Stealth actions even while in full view and with no available cover, gaining double-9s to all attempts to do so; regardless of whether he chooses to do so, no details about his identity can be remembered or remarked upon.

As a final benefit, any character targeting the Sidereal applies a -3 penalty to all such actions, as the attacker finds it difficult to concentrate on the Seer directly. Reduce this penalty by one for every action the Sidereal takes in the scene that targets the character or his allies.


Ceasing to Exist Approach
Cost: 5m, 2wp, 1lhl; Mins: Stealth 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Five days
Prerequisite Charms: Blinding the Boar, Subordinate Inspiration Technique (x2)

The Sidereal finds it necessary to be someone else. He pins a prayer strip holding the Scripture of Absence to his chest, where it slithers through his skin to coil about his heart. As it does so, the Sidereal vanishes. Any effect which was targeted at the Sidereal's old identity, such as social influence, tracking attempts, and most non-Instant sorcery and Charm effects, immediately ceases. Anyone who attempts to investigate the person that the Sidereal was reaches the inescapable conclusion that, by all evidence, that person no longer exists.

Elsewhere in Creation, the Sidereal reappears and assumes a new identity. The Maidens choose where the Seer re-emerges, but he may shape the details of his own new seeming – as long as he does not impersonate a particular existing person. Mortals, Exalts, and spirits of various sorts are all legitimate choices for the new self, though the Sidereal may not take the identity of a being with a higher Essence than he has. Regardless, the Sidereal retains his normal statistics, though he loses his existing Backgrounds in favor of fifteen dots of new Backgrounds suited to his new identity. No such Background may exceed three dots.

From the perspective of the community, the Sidereal has always been present; the weave of fate makes a place for him, and the people around him accept his presence in it. Over the next day or so, people approach him to make connections and provide faces corresponding to his chosen backgrounds. Should the Sidereal use any magic inappropriate to his identity, or simply fail to act the part well, members of the community will invent justifications for his odd behavior. Realizing that the Sidereal does not belong requires the expenditure of three points of Willpower.

Five days later – or sooner, if the Sidereal terminates the Charm or reaches the second level of his anima display – the Charm ends, as the Sidereal coughs back up the tattered remains of the prayer strip. The false identity melts away, and the Seer finds himself once more in a place that his true identity would consider home.


Privacy-Enhancing Gesture
Cost: 1e; Mins: Stealth 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One scene
Prerequisite Charms: None

The Sidereal seals away the area in his current range band, preventing supernatural scrying or observation within that area. Any magic that states it can pierce such wards must contend with the Sidereal's (Intelligence + Stealth) with double-9s; if such magic succeeds in piercing the ward, the Sidereal is still alerted to the fact that someone is observing him.


Foot Treads No Twig
Cost: 1e, 1p; Mins: Stealth 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: Instant
Prerequisite Charms: None

The Sidereal may use (Dexterity + Stealth) as his Join Battle roll, also treating the result as an attempt to re-establish surprise.


Everywhere and Nowhere Technique
Cost: 1e, 3p; Mins: Stealth 4, Essence 3; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal hides where no one would look for him, in hidden fractions of an instant, or behind the door to a long-ignored room. Many within (Essence) miles of his position gain a strange, prickly sensation of presence, just out of sight – a sense that, though alone in their homes, another breathes in the shadows nearby. Should they check, such paranoia is inevitably unfounded; and if some morsel of food has gone missing when they return, few think to notice.

Such concealment is profitable, but exhausting. The Sidereal avoids all official or legal investigation. Mundane attempts to locate him automatically fail, and supernatural attempts must contend with his (Manipulation + Performance), with double-8s. Should anyone succeed in locating him, or should he choose to reveal himself, he may still disappear instantly if unobserved in any location with shadows; in combat, this allows him to ignore the penalty on a Go to Ground roll. In exchange, the Sidereal is left with only seven free hours a week. Within this time, however, he may view any place within (Essence) miles, so long as those places are not protected by any supernatural guard against observation or intrusion.


Birthing the Maiden of Wisdom
Cost: 15m, 4p; Mins: Stealth 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Ceasing to Exist Approach, any two Stealth Destiny Charms

The Sidereal's anima leaps suddenly to full bloom and beyond: it shines a pure, unstained white, its edges flickering through the colors of the spectrum. The Sidereal is treated as simultaneously being a member of all five Castes; among other things, this means that he benefits from all Sidereal anima powers simultaneously. Any allies within Long range similarly benefit from these anima effects.


Survival: The Ship's Wheel

Adopting the Untamed Face
Cost: 2m; Mins: Survival 1, Essence 1; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: None

Spotting a mundane animal, the Sidereal braids his fate into that of its totem god. For the remainder of the scene, he may communicate with the animal normally and can channel Intimacies on social influence targeting it. Such influence also benefits from +1 double.


Becoming the Wilderness
Cost: 4m; Mins: Survival 2, Essence 1; Type: Simple
Keywords: -; Duration: One day
Prerequisite Charms: None

The Sidereal accepts the wild, untamed land in which he finds himself, and he is bound into its pattern as part of it. For the remainder of the day, he may ignore any penalties and difficulty increases stemming from the rough terrain in which he finds himself, such as penalties to movement from uneven ground or tangling vines. He may also ignore severe heat and cold, as per the environmental hazards of the same name, and may channel Intimacies on any Resistance rolls due to harsh environmental conditions.

This Charm does not apply to environmental penalties in cultivated lands, such as cities, gardens, or the world-bodies of Primordials. With a Survival 3+, Essence 2+ repurchase, the Sidereal may weave himself into such orderly patterns as well, gaining the benefits of this Charm everywhere.


Dreaming the Wild Lands
Cost: 5m, 1wp; Mins: Survival 4, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Adopting the Untamed Face, Becoming the Wilderness

The Sidereal reaches out until his hand obscures some small environmental feature from sight, then drags his closed fist to a new position and releases it. When he lowers his hand, the feature has moved to its new position. This Charm may target any small geographical feature, as long as it fits into a single range band. Both the target's original and final positions must be within Long range of the Sidereal. As the feature moves, other geographical elements will fill in around both ends of the motion as appropriate; so, for instance, moving "a clearing" will cause its former location to fill with brush and trees.

In combat, the Sidereal may use this Charm to hurl geographical features at his enemies. This functions as an environmental hazard with damage (Sidereal's Essence)B/round and difficulty (Sidereal's Essence or 5, whichever is lower). Particularly appropriate hazards – throwing a bonfire, say – may change the damage type to lethal. Either way, the hazard generally lasts only for the round in which the Sidereal moves it, unless he chooses to move a feature that was already a hazard in its own right.


Sky and Rain Mantra
Cost: 10m; Mins: Survival 3, Essence 2; Type: Simple
Keywords: -; Duration: One day
Prerequisite Charms: None

The Sidereal tangles the destinies of wind and water to create harsh weather or picks at the knots to ease it. Each activating of this Charm targets an area of no more than (Essence) miles in diameter, which must include the Sidereal. As the Charm activates, the Sidereal rolls (Stamina + Survival) and conjures a weather system over the area. Created weather may be unusual (a hurricane out of season), but not outright unnatural (a blizzard in the southern deserts). For each success on the activation roll, the weather imposes a -1 penalty on all appropriate actions within its area of effect. A hurricane, for instance, would impose its penalty on controlling ships, but probably not to feats of arithmetic below decks.

Alternatively, the Sidereal may soothe existing weather patterns, reducing any such penalties by 1 for each success. He may choose to create rain in dry areas, and regardless of his successes, the difficulty of any Survival rolls to forage for food is decreased by one.

At Survival 5+, Essence 3+, the Sidereal may create freakish or unnatural weather.

With a Survival 4+, Essence 3+ repurchase, his hostile weather patterns may also gain the effects of "severe heat/cold," as per the environmental hazard table, though doing so decreases the duration of this Charm to one hour. With a second repurchase at survival 5+, Essence 4+, he can pay an additional point of Willpower to create effects comparable to "Severe sandstorm."


Sky Spirit Demand
Cost: 8m, 1wp; Mins: Survival 4, Essence 2; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: Sky and Rain Mantra (x1)

The Sidereal does not threaten the spirits of the air; why bother, when they are willing to trade? This Charm enhances any Instill action to create a new Intimacy, as long as that action targets a spirit conceptually related to the air. Appropriate gods or elementals, demons descended from Adorjan, and the ghosts of those who died by falling are all legitimate targets for this Charm. It is explicitly permitted to enhance rolls of other Abilities. The Sidereal entreats the spirit to see his point of view, promising to return the favor; if the Instill action succeeds, the spirit gains the chosen Intimacy at the Defining level, while the Sidereal gains one of the spirit's Defining Intimacies (of its choosing) as a Major Intimacy. For the remainder of the Story, both Intimacies resist removal; either character must pay one Willpower to act against his Intimacy for a scene, and attempts to erode either Intimacy must be rerolled if successful. Should either Intimacy be lost, or at the end of the Story, the Charm's lingering magical effects fade, and the Intimacies become mundane in every way.


Wilderness-Commanding Practice
Cost: 10m, 1wp, 1lhl; Mins: Survival 5, Essence 4; Type: Simple
Keywords: Prayer Strip; Duration: Five days
Prerequisite Charms: Dreaming the Wild Lands, Sky Spirit Demand

The Sidereal releases a prayer strip bearing the Scripture of the Maiden Entombed, which flutters before his eyes, trailing golden sparks. As long as he stares at the strip, he gains the following benefits. First, he may perceive all events within five range bands as though standing in every range band at once, as long as those range bands could fairly be considered wilderness. Second, he may communicate with any animals within that area by using Adopting the Untamed Face; while no actual words are spoken, the animals read his intent in the shift of wind and scenery. Third, the Sidereal may waive the Willpower cost to use Dreaming the Wild Lands and can extend its reach throughout the observed territory, though he may still only use it to perform attacks within Long range. Fourth, he may activate Sky and Rain Mantra a single time without paying its mote cost. Fifth, he may increase or decrease the difficulty of any Resistance rolls to live in the area by up to 3.

The prayer strip used to activate this Charm does not move from its initial position, and the Charms effects persist only while the Sidereal remains in the same range band as it. Should the Sidereal leave and return before the end of the five days, he may resume staring at the strip.


Stronger Than This Job
Cost: 1e; Mins: Survival 3, Essence 2; Type: Reflexive
Keywords: Destiny; Duration: One day
Prerequisite Charms: None

So long as the Sidereal has a job to do, any penalties he would suffer due to fatigue or deprivation are treated as bonus dice. In combat time, this effect merely allows him to ignore such penalties.


Marshaling Infinite Strength
Cost: 1e; Mins: Survival 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: Indefinite
Prerequisite Charms: None

The Sidereal can finish any task he begins. As long as it is reasonably possible that a task could be performed, he may activate this Charm. For the duration of the task, he may ignore any penalties that accrue over its duration from fatigue, injury, environmental conditions, deprivation, and so on. He can still be harmed or even killed by these effects – but the work proceeds. Even after death, his ghost (and his reanimated corpse, if relatively intact) continue to work towards its completion.

This Charm deactivates immediately if the Sidereal stops working on or completes the chosen task.


Poetic Sacrifice Insurance
Cost: 2e, 1p; Mins: Survival 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One day
Prerequisite Charms: None

As long as the Sidereal continues moving, he can cross any terrain, no matter how harsh. He may cover at least ten miles per day through the roughest terrain, and at least twenty miles per day through all other territory. As an added benefit, he can gather food as he runs, allowing him to make Survival rolls to collect sustenance without slowing his travel. This Charm terminates if he ever stops moving.


Oar-Cracking Exertion
Cost: 5m, 1hl, 1p; Mins: Survival 5, Essence 5; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Wilderness-Commanding Practice, any two Survival Destiny Charms

The Sidereal gives every measure of devotion; he will not fail, though it cost him his life. Activating this Charm, he gains three points of temporary Willpower, though points over his permanent Willpower are wasted. The bashing damage suffered for this Charm cannot be healed through any means other than natural healing at the regular speed.


Thrown: The Gull

Willful Weapon Method
Cost: 1; Mins: Thrown 1, Essence 1; Type: Reflexive
Keywords: Uniform; Duration: Instant
Prerequisite Charms: None

The Sidereal mimes throwing his weapon, but instead casts only its shadow, conserving the missile for future use. The shadow still cuts as the weapon itself would, though it fades away to nothing after striking or missing.

The Sidereal may channel Intimacies on attacks made with a weapon's shadow.


Life Gets Worse Approach
Cost: 3m, 1wp; Mins: Thrown 2, Essence 1; Type: Supplemental
Keywords: Decisive-Only; Duration: One scene
Prerequisite Charms: None

The Sidereal makes the Inferior Sign of the Gull; the sigil glows in yellow runes across the surface of his thrown weapon. If the Decisive attack hits, the Sidereal gains +1 double on the damage roll. If his attack inflicts at least one level of damage, the thrown weapon remains embedded in the wound (even if it would normally shatter or disintegrate, as per weapons created via Willful Weapon Method). As a Simple action, any nearby character may try to pull the weapon from the wound, rolling (Strength + Athletics) at a difficulty of (Sidereal's Thrown).

While the weapon remains embedded, the sigils on its surface continue to glow. The light calls to objects nearby, urging them to bind their fates to its. The unfortunate target finds that loose objects nearby are drawn to her: insects, debris, small birds... and weapons. Any time a ranged attack misses a character other than the target who is within close range of her, the Sidereal may terminate commitment to this Charm. If he does so, the attack is repeated against the target, enhanced by whatever Charms applied to it the first time, as the errant weapon is drawn to another mark.

Once this Charm ends, the embedded weapon falls harmlessly from the wound.


Essence Thorn Practice
Cost: 5m; Mins: Thrown 2, Essence 1; Type: Simple
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: None

The Sidereal plucks at empty air, and the thread of his target's fate appears between his fingers, stretched taut. In his other hand, a blade of glowing light forms; he attaches this blade to the strand of fate and releases both. The strand of fate snaps back towards its owner, pulling the blade with it; in its wake, the Sidereal is carried along as well.

This Charm produces a Decisive Thrown attack against a target at Medium range or less; the attack does not require an Aim action. If it succeeds, it inflicts only (Sidereal's Essence) dice of damage, ignoring Hardness, and the Sidereal may reflexively move one range band towards the target. This movement is automatically successful, even if it would ordinarily require a Disengage action. The Sidereal does not reset to base Initiative on a successful attack.

This Charm may only be used once per scene, though it can be reset by Crashing or Incapacitating an enemy via Thrown attacks.


Pain-Amplification Strategem
Cost: 4m, 1wp; Mins: Thrown 3, Essence 2; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Life Gets Worse Approach

The Sidereal weeps three tears of blood - not for his own suffering, but for the pain his enemies will soon experience – and wipes them on his blade. For the rest of the scene, he may discount the cost of reducing the TN for his Thrown attacks by an amount equal to his target's current wound penalty. This reduction applies to the total cost of the TN reduction; against a target suffering a -1 wound penalty, the Sidereal may inflict -1 TN for three motes, -2 TN for seven motes, or -3 TN for eleven motes. If used to enhance an attack that would strike more than one target, the Sidereal benefits from the highest wound penalties among them.


Shadow-Piercing Needle
Cost: 5m, 1wp; Mins: Thrown 3, Essence 3; Type: Simple
Keywords: Dual; Duration: One scene
Prerequisite Charms: Essence Thorn Practice

In a spray of yellow sparks, the Sidereal hones his weapon's edge against the edge of his target's fate. When he releases it, the blade slides down the edge of the strand to find vulnerable flesh. If used to enhance a Withering attack, this attack ignores the target's soak from armor; if used to enhance a Decisive attack, this attack is undodgeable and may only be parried. Either way, this Charm may only be used once per scene, though it is reset whenever the Sidereal's wound penalty increases. If an attack enhanced by this Charm strikes a creature of darkness, that target may not respire motes except via Charms and combat for the remainder of the day.


Unrelenting Torment Technique
Cost: 10m, 1wp, 1lhl; Mins: Thrown 5, Essence 4; Type: Simple
Keywords: Decisive-Only, Psyche; Duration: One scene
Prerequisite Charms: Essence Thorn Practice, Pain Amplification Stratagem, Willful Weapon Method

The Sidereal raises a prayer strip etched with the Scripture of the Maiden and Shadow. The strip takes on a knife-edged rigidity in his hands, and he throws it at a target within Medium range. This requires a Decisive Thrown attack that does require Aim actions, inflict damage, or reset the Sidereal to base Initiative. The attack is unblockable; it can only be dodged. If it strikes its target, the prayer strip adheres to him and can only be removed by destroying it.

For as long as the prayer strip remains, the target glows a pale, unwholesome yellow. He feels a terrible compulsion to kill the Sidereal who has placed it there; while he may attack other targets who get in his way or threaten him, he may only do so as a means to clearing a route to the Sidereal. He is also compelled to protect the prayer strip; he cannot attack it himself, nor can he passively allow another to strike it away. Resisting this compulsion costs one Willpower per action, to a maximum of five Willpower for the scene.

Any time the Sidereal takes one or more levels of damage for the remainder of the scene, a glowing yellow hatchet appears in the Sidereal's hands. He may immediately and reflexively hurl the hatchet away, where it homes in on the original target at any distance up to the first Extreme range band. This counts as a Decisive attack, which may be enhanced with Excellencies or other Thrown Charms as he pleases. Regardless of whether or not the attack succeeds, the Sidereal does not forfeit any Initiative.

If the hatchet connects, it deals (Essence) dice of damage to the target, ignoring Hardness. For every level of damage dealt to the target, the Sidereal heals one health level.


Honest Face Spirit
Cost: 1e; Mins: Thrown 1, Essence 1; Type: Simple
Keywords: Destiny; Duration: One week
Prerequisite Charms: None

The Sidereal has an honest face; he keeps it always at hand for when he must put it on. Any employer who ponders the Sidereal's trustworthiness for a menial task will inevitably conclude that he can trust the Seer.


Good Worker Spirit
Cost: 1e; Mins: Thrown 3, Essence 1; Type: Simple
Keywords: Destiny; Duration: One month
Prerequisite Charms: None

The Sidereal looks far too busy to be accused of lazing around, regardless of how little he actually produces. All those who observe him find it impossible to believe that he could be less than entirely dedicated to the job. This illusion may be dispelled at a cost of two Willpower, but even so, the Bureau of Destiny is plagued by Sidereals using its power on their official work.


Joyous Grasshopper Spirit
Cost: 1e (+2e); Mins: Thrown 4, Essence 2; Type: Simple
Keywords: Destiny; Duration: One season
Prerequisite Charms: None

Look to the ant: see how long he labors and how little he enjoys the fruit of his work. The grasshopper may die tonight, but he will die happily. For the purposes of increasing his Resolve and channeling Intimacies only, the Sidereal is treated as having a Defining Principle of "I will enjoy myself to the fullest and express that enjoyment fully." This Charm costs an additional two Endurance during the season of Water.


Satisfaction in Emptiness
Cost: 5m, 4p; Mins: Thrown 5, Essence 5; Type: Simple
Keywords: -; Duration: One month
Prerequisite Charms: Unrelenting Torment Technique, any two Thrown Destiny Charms

The Sidereal throws away the part of himself that can be moved by emotion. For the remainder of the month, the Sidereal becomes resistant to any attempt to Inspire emotion in him other than simple happiness or joy in life. He may add +(Essence) to his Resolve against any such effects; even if successful, they must be re-rolled, taking the lower of the two results. The Sidereal may waive the Paradox cost of this Charm and increase its duration to "One season" by abandoning an artifact as he activates it. The abandoned item must be made generally inaccessible: left in the wilderness, say, or thrown into the ocean. Should the Sidereal ever retrieve it, he faces immediate Pattern Bite.


War: The Shield

Auspicious Recruitment Drive
Cost: 5m, 1wp; Mins: War 1, Essence 1; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: None

The Sidereal calls for allies, and discovers them already waiting for him. This Charm supplements any attempt to gather recruits or organize a military unit, allowing it to be completed over the course of a five-minute dramatic action rather than the days that would normally be required. It can explicitly be used to enhance rolls using Abilities other than war.

In combat, this Charm can enhance a Rally for Numbers order, allowing the Sidereal to call back not only his own soldiers but also those drawn by fate. The Sidereal recovers one point of Magnitude per success, instead of the normal one per two successes.


Red Haze
Cost: -; Mins: War 2, Essence 1; Type: Permanent
Keywords: -; Duration: Permanent
Prerequisite Charms: None

As the Sidereal shouts commands, red stardust – visible only to those who can see dematerialized spirits – descends from heaven. Coating the Seer's forces, it binds their fates together. Whenever the Sidereal gives an order to a battle group, the battle group is treated as if its Drill was one step higher until the Sidereal's next turn. If this Charm is invoked on behalf of an Elite unit, that unit gains one automatic success on all rout checks until the Sidereal's next turn.


Training Mandate of Auspicious Battle
Cost: 10m, 1wp; Mins: War 2, Essence 1; Type: Supplemental
Keywords: -; Duration: Instant
Prerequisite Charms: None

This Charm supplements any attempt to train a battle group of Size no greater than the Sidereal's Essence. The training itself is a week-long process, but after it completes, the fate of its members is forever bound together. Whenever that unit fights as a single complete battle group, it lowers the TN on all of its attacks by one. This effect does not stack with Sidereal astrology. As a final benefit, the unit counts as having one additional point of Size for the purpose of any Sidereal Battle Pattern Charms.


Predestined Triumph Practice
Cost: 10m, 1wp; Mins: War 5, Essence 3; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Auspicious Recruitment Drive

The Sidereal leads his men to the victory he knows they have already achieved. Activating this Charm, the Sidereal performs an automatically-successful Rally action. This Charm may be activated only once per scene, though it is reset whenever the Sidereal's army destroys another battle group or Incapacitates a powerful, threatening enemy of strength comparable to the Sidereal's own.


Training Mandate of Celestial Empowerment
Cost: 6m, 1wp; Mins: War 4, Essence 2; Type: Simple
Keywords: -; Duration: Instant
Prerequisite Charms: Predestined Triumph Practice, Training Mandate of Auspicious Battle

Over the course of a week of training, the Sidereal binds a unit of up to (Essence + War) characters together. From this point on, they count as a single being for the purpose of being targeted by Sidereal astrology applied by that Sidereal, with an Essence equal to the highest Essence in the group.


Training Mandate of War-God Puissance
Cost: 10m, 1wp; Mins: War 4, Essence 3; Type: Simple
Keywords: Decisive-Only; Duration: Instant
Prerequisite Charms: Training Mandate of Celestial Empowerment

Over the course of a month of training, the Sidereal raises a unit of mortals or spirits. At the end of that month, he may improve the unit's Drill by one notch. If the unit was originally of Poor Drill, this causes its statistics to increase to the statistics of battle-ready soldiers; inhuman soldiers beginning at Poor Drill see a similar improvement, averaging a two-die increase in all combat-related pools. Any being trained via this Charm counts as an honorary member of the Crimson Panoply of Victory, which grants it war-time authority over beings whose Essence is no more than one dot higher than its own.

When used on a unit of spirits, the Charm gains other benefits, which last until the next Calibration:
· Any spirits in the group may enhance their Archery, Brawl, Dodge, Melee, and War rolls via Excellencies. Spirits can spend up to (Essence) motes on any use of these Excellencies, with each mote buying one die on a rolled action, and each two motes buying a +1 on a static rating.
· The battle group can materialize by spending a single point of Willpower.


Momentum-Draining Battle Pattern
Cost: 5m; Mins: War 5, Essence 3; Type: Reflexive
Keywords: Battle Pattern; Duration: One scene
Prerequisite Charms: Predestined Triumph Practice

Activating this Charm, the Sidereal chooses a unit he commands and entangles his destiny with it. Whenever he gives an attack Order to the unit, he may designate a single target; if the battle group attacks that target before the start of the Sidereal's next turn, the Seer may gain Initiative from the attack as though he were the one making it. Attacks that damage the target's health track to do not grant Initiative.


Demon-Blocking Battle Pattern
Cost: 5m; Mins: War 2, Essence 1; Type: Reflexive
Keywords: Battle Pattern, Holy; Duration: One scene
Prerequisite Charms: Predestined Triumph Practice, Red Haze

Activating this Charm, the Sidereal chooses a unit he commands and calls it to the defense of Creation. Whenever he gives any command to the unit, the unit's Defense bonus from its Drill increases by one against attacks from creatures of darkness until the start of the Sidereal's next turn. If the unit successfully strikes any creature of darkness, the Sidereal gains (unit's Size) points of Initiative, though this bonus may recur no more than once per round.


Spirit-Binding Battle Pattern
Cost: 10m, 1wp, 1lhl; Mins: War 5, Essence 4; Type: Reflexive
Keywords: Battle Pattern, Prayer Strip; Duration: One scene
Prerequisite Charms: Demon-Blocking Battle Pattern, Momentum-Draining Battle Pattern, Training Mandate of War-God Puissance

The Seer runs his fingers across a prayer strip on which is written the Scripture of the Maiden at War. It burns to ash, scorching his fingers, and he names a god, elemental, or demon of Essence 5 or lower. Other Sidereals may assist in this invocation, even if they do not know the Charm; for each additional caste of Sidereal participating, the maximum Essence of the spirit increases by one.

The Sidereal begins building a die pool to bind the chosen spirit, as per the rules for the spell Demon of the First Circle. The pool begins at zero dice. Every time the unit loses one or more points of Magnitude, the Sidereal gains one die to this pool. Every time the unit loses an entire point of Size, the Sidereal gains dice equal to (unit's previous Size).

On any of his turns, the Sidereal may terminate this Charm, taking a Simple action and rolling dice equal to his current pool. If he overcomes the target's Resolve, the spirit appears and is bound to fight on his behalf until the end of the scene.


Wounded Lion Strength
Cost: 2e; Mins: War 1, Essence 1; Type: Reflexive
Keywords: Destiny, Uniform; Duration: Instant
Prerequisite Charms: None

The Sidereal may add his current wound penalty to the damage of a single attack.


Hero's Iron Skin
Cost: 3e; Mins: War 2, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One scene
Prerequisite Charms: None

So long as the Sidereal wears no armor, he possesses a natural Hardness of 5.


Aspect of the Bear
Cost: 2e, 1p, 3a; Mins: War 3, Essence 1; Type: Reflexive
Keywords: Destiny; Duration: One scene
Prerequisite Charms: None

The Sidereal's anima reshapes itself into the form of a great bear, which bellows a terrifying roar. He may immediately force a battle group within Long range to check for rout. This effect may be used no more than once per scene.


Understanding Ecstatic Ways
Cost: 11m, 3p; Mins: War 5, Essence 5; Type: Simple
Keywords: -; Duration: One scene
Prerequisite Charms: Spirit-Binding Battle Pattern, any two War Destiny Charms

The Sidereal separates his thread from the patterns of offense, shielding himself within the lie that he is a violent outsider to whom civilized rules do not apply. For the remainder of the scene, no character can take offense at his actions. He may still face legal repercussions, and those he assaults may defend themselves as normal – but no one will hold his rough behavior against him, even should it extend to murder. Furthermore, ordinary citizens – those with no legal obligation to intervene – will generally feel no need to act to restrain him. Resisting this effect costs three Willpower, which immunizes a character against the Charm for five days.
 
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Here's some super-exciting Ex3 news from the latest Onyx Path blog post.
Ex 3 core book – RichT here: Proofs 7 notes sent back to Maria and a set sent to the Devs. Lots of sidebar adjustments and tweaking color.

Super exciting. Clearly a big step forward.

Why, we might even see the book by Christmas of 2016 at this rate!
 
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(One of the interesting notable historical things is how well England coped with the Black Death compared to most of the continent, despite the fact that the death rate was higher than average. It can basically all be pinned down to better administration. They managed to maintain central government functionality and surprisingly quickly devise handling methods, and avoid the collapse which afflicted Valois France. So really, plague countering techniques should probably be focussed on management, handling and containment just as much as actual use of the Medicine skill. It may sound harsh to people invested in Medicine, but against a full-blown epidemic, Bureaucracy is probably going to be at least as much use once the Medicine people have worked out how it spreads and what kind of containment is needed.)
A bit of a personal anecdote: the Bureaucracy side of this was basically my dads job for most of my life. I mean, yes he has his medical degree, but in practice he spent most of his time working on working out responses to various medical issues, from managing the flu vaccine for the year to planning for how to deal with West Nile coming over the Rockey Mountains. Of particular interest was when SARS hit Vancouver: he had the dubious honor of being the on call medical health officer when the disease hit. My memories of that are a bit fuzzy (I was 13 at the time) but I mostly recall that he was basically working to get all the various sections of the Vancouver medical establishment working together and functioning according to plan, from getting information out to family doctors and general practitioners to the quarantine at the hospital to the labs doing the testing for the disease. OK, that's more from hearing him talk about it at dinner, I mostly remember him basically being glued to his desk and phone for the Easter long weekend.

So yeah, Bureaucracy is awesome for plagues.
 
So yeah, Bureaucracy is awesome for plagues.

And that's what annoys me when people break one of the main Solar constraints, and go and think that they can get to put large-scale organisation things in Medicine because Solars are super-doctors and that means all they need is Medicine to be the best.

No. One of the limitations of Solar Charmtech is that yes, you damn well need to be good at Bureaucracy to organise great bureaucratic endeavors. Because your magical skill is rooted in your abilities. You don't get to organise things by being good at Medicine. The skills are cross-applicable. And yes, that means a super-good doctor who can organise the best plague countermeasures has to be good at Bureaucracy too. That is, as far as I am concerned, things working exactly as intended for a Solar. A Solar has to be good at Bureaucracy to be good at bureaucracy. If they're not good at Bureaucracy, they don't get Solar Charmtech for bureaucracy.

It's part of what produces some of the annoying forms of self-entitled Solar supremacy arguments. Solars are the best, yes. But that doesn't mean you get what you want in the form you want. You have to still obey the logic of their charmset.

So the best Solar doctors have to be organisers of men too. Which is... well. Like, duh. Blatantly obvious when you stop thinking along the lines of "I'm a Solar! I'm the best! That means all I need to be the best doctor around is Medicine". No. Solar Medicine makes you the best at treating people, but there's more to doctoring than just treating people. And the skills it takes to organise a large scale quarantine are the same skills it takes to organise any other large scale thing. So that's Solar Bureaucracy.

Now, a Dragonblooded could get a mono-tasked "I am very good at organising plague countermeasures" Charm in Medicine. Because Dragonblooded are task-orientated in a way that Solars aren't, and so their Ability Charms often have more of a role package. Dragonblooded Medicine does provide you all the tools you need to be a doctor, because Wood Aspects are medics.
 
And that's what annoys me when people break one of the main Solar constraints, and go and think that they can get to put large-scale organisation things in Medicine because Solars are super-doctors and that means all they need is Medicine to be the best.
Hmm. So would you have plague management charms as pure Bureaucracy, or bend the rules to give them Medicine prerequisites? It would also be pretty weird to let non-doctor bureaucrats do something like that, but 2e doesn't really do cross-Ability charms. For some reason. Honestly, maybe that should just get thrown out; I don't see any real difficulties there.
 
Hmm. So would you have plague management charms as pure Bureaucracy, or bend the rules to give them Medicine prerequisites? It would also be pretty weird to let non-doctor bureaucrats do something like that, but 2e doesn't really do cross-Ability charms. For some reason. Honestly, maybe that should just get thrown out; I don't see any real difficulties there.
More like you just apply your normal Bureaucracy charms to the organization of "the city plague response group". Medicine is a ground-level skill, while Bureaucracy is entirely about organizing people and things. You would be using your Bureaucracy to enable the Medicine users.
 
More like you just apply your normal Bureaucracy charms to the organization of "the city plague response group". Medicine is a ground-level skill, while Bureaucracy is entirely about organizing people and things. You would be using your Bureaucracy to enable the Medicine users.
But that doesn't give you effects like "While working under your direction, plague doctors and those they treat cannot be infected by any disease". If Bureaucracy is where managing-people charms go, and Medicine is where treating-disease charms go, where does a "You run the best damn hospital in Creation" charm go?

I mean, I guess you could have a generalized Bureaucracy charm that grants benefits to people working under you depending on the nature of the organization and your relevant abilities, but that would be a bloated monstrosity of a charm, since it'd need separate effects for Medicine-, Craft-, Bureaucracy-, Larceny-, Investigation-, Lore-, Occult-, Performance-, and maybe Survival-based organizations. (Sail and War can take care of themselves.)
 
Hmm. So would you have plague management charms as pure Bureaucracy, or bend the rules to give them Medicine prerequisites? It would also be pretty weird to let non-doctor bureaucrats do something like that, but 2e doesn't really do cross-Ability charms. For some reason. Honestly, maybe that should just get thrown out; I don't see any real difficulties there.

Well, this is where we run into (once again) the lack of a proper Bureaucracy system.

Solar Bureaucrats shouldn't really see a difference between running a plague quarantine operation and running a supply operation for an army, or running a profitable mining enterprise. Because they're Solars, and they're shining glorious bureaucrats, if you had a proper system they'd be using the same basic resolution mechanics and thus Solar skill enhances them all. So your quarantine is set up effectively, you get the men exactly where they need to be, and there's no corruption in its execution.

Then you'd have a separate Medicine Charm which lets you target a social group and which reduces illness in the ranks and stops people falling sick from diseases encountered in the course of their duties for the social group as long as they follow your rules (like "sleep under bed nets when there are mosquitoes around"). Which if applied to a quarantine operation means that the quarantine-rs don't get infected, but can also be used to, for example, stop your new colonists in a marsh from catching malaria while they're building their homes and draining the swamps.

(and if you know anything about the history of European colonisation in Africa, you'd know what a big deal that is. Think of this bit of the Medicine tree of basically being "I AM WORLD HEALTH ORGANISATION MAN! MARVEL AS I TEACH YOU ABOUT THE NEED TO BOIL YOUR WATER! BEHOLD AND WONDER AS I POINT OUT THE DISEASE SOURCES IN YOUR VILLAGE LIKE THAT WELL TOO CLOSE TO THE LATRINES!")

Solar Charms shouldn't be very specific. The benefit of the Solar Charm design is you get broad, multi-role charms. The cost is that it means you don't get narrower charms that do exactly what you want them to do. Yes, sometimes a Solar will need to excel in multiple fields of human endeavour to do exactly what they want to do. Yes, to run a perfect quarantine operation a Solar will need to be both a legendary doctor and a legendary bureaucrat. If they don't have the Medicine, they'll do their best, but some of their people will fall ill. If they don't have the Bureaucracy, their people won't fall ill, but there'll be flaws in their quarantine. I consider that a feature, not a bug.
 
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More like you just apply your normal Bureaucracy charms to the organization of "the city plague response group". Medicine is a ground-level skill, while Bureaucracy is entirely about organizing people and things. You would be using your Bureaucracy to enable the Medicine users.
Normal Bureaucracy charms would be exceedingly useful for organizing a plague response, but the hypothetical Plague Fighting Quarantine Procedures that EarthScorpion mentioned is certainly not a pure Bureaucracy charm. You could make it dual-ability, but it'd be simpler just to put it under Medicine, especially if it alone isn't sufficient.

So if you want to optimally stop a plague, you need both Medicine and Bureaucracy, which makes sense. Lore might help account for unknowns or cover holes in either ability, at least if we're considering 3E charms. I don't think it's a coincidence that all three are now caste abilities for Twilights.
 
Or you could have multiple Solars working together. Maybe even a few non-Realm Dragonblooded.

They do a good job at covering each others' weaknesses. Almost like they were meant to work together.
 
Now, a Dragonblooded could get a mono-tasked "I am very good at organising plague countermeasures" Charm in Medicine. Because Dragonblooded are task-orientated in a way that Solars aren't, and so their Ability Charms often have more of a role package. Dragonblooded Medicine does provide you all the tools you need to be a doctor, because Wood Aspects are medics.
Dragonblooded also have a whole lot of mortal-boosting charms, so it would be perfectly in theme for them to be able to commit a few motes per person to make them immune to disease and unable to spread it as long as the motes are committed.

This way you can have the Dynast medical auxiliary from the nearby legion swoop in and go "You, you, you and you, with me. We're going to treat the plauge."

As @Peanuckle mentioned, in the First Age, while the Dragonblooded are running around on the ground treating people, the Solars are using Medicine and Occult to come with a cure and Bureaucracy to get things organized (aka point their DB bureaucrats in the right direction) and make sure that this doesn't happen again, and the the Sidereals are pulling records to find out why this happened in the first place.

I am somewhat ashamed that I can't think of the role that Lunars would play in such a scenario.
 
Dragonblooded also have a whole lot of mortal-boosting charms, so it would be perfectly in theme for them to be able to commit a few motes per person to make them immune to disease and unable to spread it as long as the motes are committed.

This way you can have the Dynast medical auxiliary from the nearby legion swoop in and go "You, you, you and you, with me. We're going to treat the plauge."

As @Peanuckle mentioned, in the First Age, while the Dragonblooded are running around on the ground treating people, the Solars are using Medicine and Occult to come with a cure and Bureaucracy to get things organized (aka point their DB bureaucrats in the right direction) and make sure that this doesn't happen again, and the the Sidereals are pulling records to find out why this happened in the first place.

I am somewhat ashamed that I can't think of the role that Lunars would play in such a scenario.
The Lunars eat the fleas. :V
 
Lunars, honestly, would probably do a lot of work on the ground, in situations the Deliberative thought was incredibly volatile or flat-out didn't have infrastructure in, because I think 'adapting to changing circumstances rapidly' and 'working without infrastructure' should be two things Lunars are much better at than Solars.
 
Lunars, honestly, would probably do a lot of work on the ground, in situations the Deliberative thought was incredibly volatile or flat-out didn't have infrastructure in, because I think 'adapting to changing circumstances rapidly' and 'working without infrastructure' should be two things Lunars are much better at than Solars.
Probably also smoothing things over while the infrastructure specific to counter-plague work is being set up.
 
Oh hey, I wrote a demon.


Ekditaksai, The Infinite Serpents
Demons of the First Circle, Progeny of The Author In Exile

For all their varied culture, art and nature, almost all Demons of the First Circle are made first to be useful. Everything beyond that is a secondary concern or trifling afterthought, and this is true of the Ekditaksai as well. Their origins long forgotten, these demons now slither through the warrens of the Demon City, preying on and preyed upon by the ambitious and foolhardy.

Showing a marked preference for cold cellars, waterlogged dungeons, and the subterranean spaces of any lordly estate or fortress, the Infinite Serpents were often cajoled into being guardians of some Citizen's vault or treasure trove. Taking the form of massive snakes, these demons are commonly as thick as a man is tall and ten yards long or more. They have strong, layered and gnarled scale hides. Tough enough to endure most of the pressures and hazards of the Demon City, and are famed for their relative longevity in Malfeas. Relative, insofar as they rarely die by happenstance.

Many sub-species exist, wrought by ambitious or inventive Second Circles or fashioned in fleshweaving studios of great body-artisans. Regardless of their form, their Essence maintains a singular unique quality that they all share, in that their hides are as legendary as their destined ends.

If left alone, they shed their skins endlessly every year and grow successively larger, stronger and more intelligent. No one is certain how large an Ekditaksai can grow, but they have been known to serve as beasts of burden for long segmented carriages that wind through the streets of the Demon City.

While they are strong, fast and useful for any number of pedestrian tasks, their true value is in their hides. Written into every serpent's skin is a specific demise- a condition and implicit quest that promises both a vulnerability and great wealth to whoever was fortunate enough to divine it. This knowledge is etched into the play of muscle and scale, but this engineered fault whispers to the dying stars of Malfeas and the constellations of Creation with every undulating motion.

These conditions vary in complexity and can often have unique, even nonsensical requirements, while the older the demon is, the more elaborate the conditions become. Young Ekditaksai have conditions such as 'slain only in darkness' or 'by a weapon stained in its wielders blood'. Older Infinite Serpents have layered conditions, developing prophetic, lengthy quests and challenges.

When killed under the proper conditions, the demon's hide unleashes its bound magic upon itself and becomes fantastically tough, strong and useful for any number of things. The demon in fact has two hides- an outer scaled layer and an inner skin, both of which are coveted by leather workers, armorers and other industries. Their teeth, venom, ichors and other parts are also valuable of course, but the value of these things pale in comparison to the skin.

The closer a hunter holds to the destined fate of the serpent, the better the hide that results. Truly ancient serpents can require ends such as being slain by a specific artifact weapon, even one that has yet to be made. Or perhaps that slaying the demon is what makes the weapon. Savants of the First Age did not have the opportunity to find out for certain.

Summoning: (Obscurity 1/2)
Sorcerers summon Ekditaksai as guards for treasure, as these demons are exceptionally even-tempered when left in their preferred habitats and given sumptuous meals. Alternatively, they are of course summoned for their hides- and Sorcerers can specify that they wish to summon an elder Ekditaksai. Sorcerers can order an Ekditaksai to shed their current skin once per binding, which counts the resulting exotic component as 1 dot of Essence lower as detailed below.

Sometimes, one of these serpents will find its way into Creation when a bag of scaled hide is turned inside out within the vaults of a castle or fortress. When this happens, the bag becomes their skin and they shed it explosively. Only the youngest such ever manage to escape however, as the elder Ekditaksai can't leap into the crack between realms.

There they will be content to live out their years living off the countryside and any nearby villages or castles, growing larger and stronger until either a local hero divines their secret weakness via omen and portent, or a Sidereal is made aware of the astrological anomaly. The Bureau of Destiny enjoys hunting these serpents, as they can be a learning experience for younger Viziers or their Creation-native allies.

Motivation:
To grow large and attain a legendary hide.

Attributes:
Strength 9, Dexterity 4, Stamina 8; Charisma 1, Manipulation 3, Appearance 1; Perception 4, Intelligence 1, Wits 4

Virtues:
Compassion 1, Conviction 4, Temperance 2, Valor 3

Abilities:
Athletics 3, Awareness 3, Dodge 1, Integrity 1 , Investigation 1, Martial Arts 1 (Bite +2), Resistance 3, Survival 3

Backgrounds:

Ekditaksai do not usually have Backgrounds until they reach a venerable age. Young Infinite Serpents can have an Ally or Mentor background, representing a handler or trainer who is tending to them, but is obviously the one in charge. Older Serpents often maintain Contacts, Influence, Resources and sometimes even Artifacts- though they tend to loan those out instead of using them.

Charms:

[To be Determined]

Join Battle: 7

Attacks:
Bite: Speed 5, Accuracy 7, Damage 12L, Parry DV 3, P, N
Clinch: Speed 6, Accuracy 10, Damage 9B, Parry -, C, N, P

Soak: 10L/18B (Hardened Scale Carapace 3L/5B x Permanent Essence)

The Hardened Scale Carapace has a unique magical trait in that it downgrades incoming damage by type- Aggravated becomes lethal, lethal to bashing, and bashing is ignored. If an attacker satisfies one of the destined conditions detailed below, their attacks deal Aggravated Damage automatically and bypass normal protection. Aggravated Damage from the Holy Keyword functions as normal.

Artifact Armor made from the hide of this demon gains the ability for +1 dot.

Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/Incap

Dodge DV: 3

Willpower: 6
Essence: 2
Essence Pool: 70

Other Notes:

Ekditaksai grow endlessly, but it's commonly accepted that the average Infinite Serpent is Essence 2 with increasingly rare individuals having attained Essence 4 or higher.

There has been no record of an Infinite Serpent reaching Essence 6, but there is a fiefdom where a venerable, wise and ancient such demon dwells not as a guardian, but storied and cultured owner. Each time one of these serpents gains a point of Essence, they gain 4 dots to distribute among their Attributes. Thus with age, Ekditaksai grow more intelligent, perceptive and gain the ability to communicate with other beings. They however must learn Abilities the same as any other creature.

Conditions written into the skins take the form of prophetic phrases and concepts. "Slain by a blade quenched in the blood of the innocent." or "Strangled by a man with honey in his veins." Essence 4+ serpents can require specific elements, such as a particular person or object. Essence 5+ serpents can require a specific Artifact tool or weapon be used in their ending, though the wonder might not yet be made. At the Storyteller's discretion, slaying one of these serpents with a prophesied Artifact can increase the background's rating by 1, granting enhanced or additional powers.

For each condition a character fails to meet when striking the killing blow, reduce the result by 1 point of Essence. Ex. killing an Essence 3 serpent with martial arts when it was meant to die by a sword reduces the reward to Essence 2.

Essence 1: 1 condition. Counts as a 1-dot exotic component. [add more?]
Essence 2: 2 conditions. Counts as a 2-dot exotic components.[add more?]
Essence 3: 3 conditions. Counts as a 3-dot exotic component. [add more?]
Essence 4: 4 conditions. Counts as a 4-dot Exotic Component. [add more?]
Essence 5: 5 Conditions. Counts as a component useful for creating an Artifact N/A.

The conditions that dictate how a serpent is to be slain can be read in the stars by a character with at least two degrees in the Art of Astrology, though they take a -2 internal penalty if they are trying to use Creation Astrology in Malfeas and vice versa. The difficulty of this roll is 2+ the demon's Essence, with an interval of 1 season- the whispered fate is not easy to discern.
 
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