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Dice Exalted 2.5 Sidereals - Characters

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Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)
You will start at Essence 4, and that can be bought up with Bonus Points.
You begin with a complete Celestial Martial Art style for free. This is in addition to the starting Charms you get.
You will also be able to get up to the Form Charm of a SMA of your choice for free.

Since I am mandating you to get the SMA Charms, you will be starting with 20 Charms.
Your Colleges for your Resplendent Destinies start with 12 dots.
Abilities start with 40 dots and can be raised to 5 without using your Bonus Points. Don't forget to check with the Sidereal book for the required Abilities for each Caste.
Attributes start with 9/7/5 dots instead of the normal 8/6/4
Backgrounds get 20 dots
Finally, Bonus Points start at 20, instead of 18.

The Scroll of Errata will be used for Character Creation, so make sure you are checking for changes.

You can be of whatever Faction you wish. There are times that even rivals will need to work together for the greater good.
Obviously, you have been Exalted for some time; at least 100 years or longer, and you will all know one another prior to game start.

EDIT: Since the CMA style of Throne Shadow Style is so large, if you select it as your free MA, you only get 15 other Charms instead of 20.

House Rules: Ox-Body Technique provides a -2 Health Level along with the -0 it normally provides.
All Sorcery Charms provide a Spell of the selected Circle for free.

Experience Tracker: 20 points
 
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  • Shelob.jpg Name: Shi-vash
    Age: 308
    Caste: Chosen of Secrets
    Concept: Enigmatic Guide.
    Allegiance: Gold Faction (As of the return of the Solars. Previously, she was Bronze Faction)
    Motivation: To ensure the restoration and prosperity of a new Solar Deliberative, by guiding it from the shadows.

    Intimacies:
    The Solars should be supported for the good of Creation

    Virtues:
    Compassion: 2
    Conviction: 3
    Temperance: 2
    Valor: 2
 
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  • 1593285696976.png Name: Amara Taeger
    Age: 322
    Caste: Endings
    Allegiance: Bronze Faction

    Attributes
    Str: 3
    Dex: 5
    Sta: 2

    Cha: 4
    Man: 4
    App: 4

    Per: 2
    Int: 3
    Wits: 3

    Abilities
    *Resistance: 2
    Ride: 2
    Sail: 2
    Survival: 1
    Thrown: 1

    Craft: 2
    *Dodge: 3
    Linguistics: 3 - Old Realm, Riverspeak, Firespeak, Guild Cant, High Realm
    Performance: 2
    Socialize: 2

    Archery:
    *Athletics: 2
    Melee:
    Presence: 1
    War:

    Investigation: 1
    Larceny:
    *Lore: 3
    *Occult: 4
    Stealth: 2

    *Awareness: 4
    *Bureaucracy: 2
    *Integrity: 2
    *Martial Arts: 5
    *Medicine:

    Specialties
    Martial Arts - Floating Ribbon: 2, War Fans 1
    Occult - Sorcery: 1

 
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  • 1593332222079.png Name: Dao-Cleaving Insight
    Age: 293
    Caste: Chosen of Battles
    Concept: The Bookie of the Crimson Panoply of Victory
    Allegiance: Bronze Faction
    Motivation: Forge an Age-Defining General and Set Them Loose Upon History
 
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  • 5986567d3ba7905df24b5edd342fa9a1.jpgName: Xun the Glass Dragon
    Caste: Chosen of Journeys
    Age: 310
    Concept: Brave Airship Captain
    Allegiance: Gold Faction
    Motivation: To become a legendary Celestial Pathfinder and one day fly the Daystar.

    Attributes

    Strength: ●●●●
    Dexterity: ●●●●●
    Stamina: ●●●

    Perception: ●●●●
    Intelligence: ●●
    Wits: ●●●●

    Charisma: ●●●
    Manipulation: ●●●
    Appearance: ●●

    Abilities
    *Resistance: ●●●●
    *Ride:
    *Sail: ●●●●● +1 Airships
    *Survival: ●●●
    *Thrown:

    Craft:
    **Dodge: ●●●●●
    Linguistics: ●● (Old Realm, Flametongue, High Realm)
    Performance:
    Socialize: ●

    Archery:
    **Athletics: ●●●●
    Melee:
    Presence:
    War:

    Investigation:
    Larceny:
    Lore: ●●●
    Occult: ●●
    Stealth: ●

    **Awareness: ●●●
    Bureaucracy: ●●
    Integrity: ●
    **Martial Arts: ●●●●● +3 claws
    Medicine:

 
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  • Serenity.jpgName: Ghataka, the Binder of Stars
    Caste: Chosen of Serenity
    Age: 160
    Concept: Celestial Matchmaker
    Allegiance: Silver Faction
    Motivation: To make sure every Celestial Exalt is matched in marriage.

    Attributes

    Strength: ●
    Dexterity: ●●●●●
    Stamina: ●●●●

    Perception: ●●●
    Intelligence: ●●
    Wits: ●●●

    Charisma: ●●●●●
    Manipulation: ●●●●
    Appearance: ●●●(●●●●)

    Abilities
    Resistance: ●
    Ride:
    Sail:
    Survival:
    Thrown:

    *Craft (Fate): ●●●
    *Dodge:
    *Linguistics: ●●●● (Old Realm, Flametongue, High Realm, Riverspeak, Forest-Tongue)
    *Performance: ●●●●● (+2 Dance)
    *Socialize: ●●●●● (+3 Read Intentions)

    Archery: ●
    Athletics:
    Melee:
    *Presence: ●●●
    War:

    Investigation:
    Larceny:
    Lore: ●●
    *Occult: ●●●
    Stealth: ●

    Awareness: ●●
    *Bureaucracy: ●●●
    Integrity:
    *Martial Arts: ●●●●● (+3 unarmed)
    Medicine: ●●

 
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Colleges and Charms for Xun the Glass Dragon




  • First Martial Art Excellency, essence overwhelming
    Cost: 1m+; Mins: (Ability) 4, Essence 3; Type: Reflexive
    (Step 1 for attacker, Step 2 for defender)
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Any (Ability) Excellency
    The target number of any dice roll using the chosen Ability decreases by one for every mote the player spends. For one mote, any roll of 6 or higher becomes a success; two motes grant success on rolls of 5 or higher. This Excellency cannot reduce a target number below 4.
    Alternatively, the player can spend one Willpower point and enough Essence to reduce the target number to 3. This grants an “auspicious success”: the player forgoes the actual roll but transforms every die in the dice pool into an automatic success instead.
    If the player declares in Step 2 of attack resolution that he wants to purchase an auspicious success for a defensive Ability, the expenditure of one Willpower and enough Essence to lower the target number to 3 doubles his appropriate Defense Value against that attack.
    Cost: 2m+, 1wp; Mins: (Ability) 4, Essence 3;
    Type: Simple
    Keywords: None
    Duration: One scene
    Prerequisite Charms: Any (Ability) Excellency
    By tuning her Essence to resonate with one of the 25 constellations and its corresponding astrological college, a Sidereal can attune herself to a particular Ability and use its first three Excellencies with greater efficiency. Each two motes committed to this Charm reduce the mote cost for the first three Excellencies, to a minimum of zero. A character may never spend more than twice her permanent Essence on this Charm; and an Exalt may employ only one Propitious (Ability) Alignment at a time.
    Propitious (Ability) Alignment is incompatible with the Fateful Excellency: while employing this Charm, one cannot apply Essence Auspicious to any dice pool involving that Ability. If a character does so, the Propitious Alignment immediately ends. On the other hand, every dot a character has in an Ability’s corresponding astrological college reduces the cost of Propitious (Ability) Alignment by one mote, to a minimum of 1. Thus, a Sidereal with Essence 3 and four levels of the Mask could spend two motes, and get the same results as if she spent six motes on Propitious Stealth Alignment.
    In every other way, Propitious (Ability) Alignment follows the same rules as Infinite (Ability) Mastery.

    Resistance: The Mast
    Cost: —; Mins: Resistance 1, Essence 1; Type: Permanent
    Keywords: Stackable
    Duration: Permanent
    Prerequisite Charms: None
    Just as all Exalted, Sidereals gain extra health levels with each purchase of this Charm. Each health level gained thus helps a Sidereal operate at maximum efficiency in spite of his wounds for just a little bit longer. A player may purchase this Charm for his character up to once per dot of the Resistance Ability his character possesses.

    Each purchase grants the character one additional -0 and one additional -2 health level.

    Sail: The Captain
    SERENDIPITOUS VOYAGE
    Cost: 3m; Mins: Sail 2, Essence 1;
    Type: Simple (dramatic action)
    Keywords: None
    Duration: Special
    Prerequisite Charms: None
    When the Viziers must travel, destiny helps them along. The character may use this Charm at any port. Within a day, the character absolutely defi nitely finds a vessel about to leave for her destination and willing to take her aboard. The ship’s captain might not intend to go exactly where the Sidereal intends... but the Sidereal knows the ship will end up there anyway. Viziers should keep in mind that some destinations carry intrinsic dangers: the only way to reach Bluehaven, for instance, is to board a vessel destined for capture by the Lintha pirates.

    The Charm arranges transportation; safety is the Sidereal’s own problem.This Charm’s effects extend beyond ships that sail rivers and seas. A Sidereal can find equally fortuitous transport on the sand-ships of the Southern deserts, caravans, stagecoaches or any other form of group conveyance. This Charm does not help with personal transport such as riding beasts, and will not work in locations where vehicles do not regularly arrive and depart.
    STONE SKIPPING SPIRIT
    Cost: 5m; Mins: Sail 2, Essence 1; Type: Simple
    Keywords: None
    Duration: Until the Exalt Disembarks
    Prerequisite Charms: None
    When the Sidereal uses this Charm, he exhales a long, silent breath that slips between the threads of the Tapestry of Creation and clears a space around the strand that represents the ship on which he sails. For the next scene, the ship sails smoothly regardless of fi erce weather or high waves, moving as effortlessly as a toy ship across a map.

    As a result, environmental penalties no longer affect the pilot’s Sail rolls, and the ship takes no further damage from the harsh conditions for the rest of the scene.
    SALT INTO ASH SLEIGHT
    Cost: 2m; Mins: Sail 1, Essence 2; Type: Simple
    Keywords: Combo-OK, Compulsion, Obvious, Shaping
    Duration: One scene
    Prerequisite Charms: None
    The Sidereal glares or points imperiously at a troublesome water elemental, river god or similar spirit, radiating all the authority of the Maiden of Journeys. A yellow aura surrounds the targeted spirit, and it suddenly remembers something important to do elsewhere. Perhaps the spirit neglected to deliver a delinquent report to its superior. Perhaps an offering awaits the spirit at a shrine downstream. Perhaps Mercury needs to speak to the spirit personally about a pressing matter. This understanding is not false. A legitimate reason to be someplace else does occur to the troublesome spirit, though the Sidereal doesn’t know what the reason is.

    When this understanding comes upon the spirit, it must act on the understanding. If the spirit wants to do anything other than set out immediately, the spirit must spend a Willpower point to resist the Compulsion to go elsewhere right away.

    This Charm only affects spirits strongly associated with water, be they gods, demons, or even ghosts whose death involved drowning or being killed at sea. The target must be within (Essence x 10) yards. Use of the Charm acts as a social attack, the Sidereal rolling ([Charisma or Manipulation] + Sail) against the target’s MDV. It costs 3wp to ignore this unnatural Compulsion for the rest of the scene. Each time the sidereals anima flares to a new level, the spirit must resist again as if the attack had succeeded with 0 six.

    Even when the truculent spirit resists the Compulsion, the world itself dooms them for shirking their duties elsewhere. Other characters reduce by one the target number of actions they take that would drive the spirit away, including physical attacks and social attacks to convince the target to leave.
    WALLS OF SALT AND ASH
    Cost: 5m, 1wp; Mins: Sail 3, Essence 3; Type: Simple (dramatic action)
    Keywords: Combo-ok(basic) Compulsion, Obvious
    Duration: One day
    Prerequisite Charms: Salt into Ash Sleight
    A ship is a tiny refuge of human order in the vast, inhuman sea. By tracing the burning yellow Sign of Journeys on a ship’s prow, a Sidereal protects the ship and its passengers against supernatural forces.

    One version of the Charm protects the ship from gods and elementals, another from the Fair Folk and the Wyld, a third from the dead and forces of the Underworld and a fourth from demons and forces of Malfeas. A character starts with one form of the Charm, and may buy additional forms of protection for two experience points or one bonus point each. A vessel can carry only one form of protection at a time, though.

    A banned entity cannot touch or board the ship unless the entity’s Essence exceeds the Sidereal’s. The Sidereal’s Essence is also added to any dice pool or single value needed for the ship or passengers to resist a banned entity or environment, such as the roll to resist Wyld mutation, the dice pool to calculate Defense Value against a demon’s claws, or another character’s Essence to resist the Malediction power of the Storm Mother Sikunare.

    Errata:
    Sidereals gain access to all versions of this Charm when they learn it, though a ship may still only benefit from one version at a time. It does not provide bonus dice to DVs, but instead it imposes an equal external penalty on the attacks of aggressors. It costs 2wp per action for trespassers and aggressors to ignore this Charm’s effects. Characters that have resisted three times ignore the effect for the rest of the scene.
    MIRROR-SHATTERING METHOD
    Cost: 5m (+1wp); Mins: Sail 4, Essence 3; Type: Simple
    Keywords: Fate, combo ok
    Duration: Five days
    Prerequisite Charms: Stone Skipping Spirit
    The Sidereal commits the required motes and casts a handful of salt over the edge of her vessel. The whiteness of the salt spreads out in all directions. In a blink, the Sidereal fi nds her vessel and crew bobbing on a solid fi eld of white that shifts between miniature whitecaps, miniature sand dunes, loose fl ower petals or palm-sized paper snowfl akes. From any witness’ points of view, the vessel seems to vanish.

    The sea of white is a particular view of a dematerialized stratum of reality. From Creation, the ship looks like a faint transparent silhouette moving in a gust of wind. (Aware-ness rolls to notice the vessel or any rolls to track it suffer a two-dice external penalty.) While the ship moves thus, it travels at twice its normal pace, unimpeded by obstacles or weather conditions. The ship can even travel over dry land. Dematerialized entities can see the ship clearly. Charms and spells that enable one to see or affect dematerialized entities can also reveal or affect the ship.

    No one aboard the ship, however, can see the surroundings of Creation through which the ship moves. Plotting a course that takes the use of this Charm into account, or setting a different course for a new destination once this Charm is in effect, requires a successful (Intelligence + Sail) roll at diffi culty 3. Once this Charm is invoked, though, maintaining a heading in the plain of white is as simple as lashing the wheel in place.

    The journey ends when the Sidereal ends the commitment of motes at the journey’s planned end, at the end of fi ve days or if the Sidereal dies or falls off the vessel. In these cases, the vessel reappears fully in Creation. This can be awkward, if the ship was sailing over land at the time. If anyone falls off the ship, he reappears in Creation and cannot board again. (If the Charm ends because the Sidereal falls overboard, however, the Sidereal also reappears in Creation, next to the vessel.)

    As an alternative to cross-Creation travel, a Sidereal can use this Charm to sail a ship from Creation to Yu-Shan or back. The trip takes exactly fi ve days from the moment the Sidereal sets course for Heaven. The Celestial port authorities do not like Sidereals arriving unannounced with a shipload of goggle-eyed mortals, unruly Solars or what-have-you, and will surely fi le a request for censure at the Bureau of Destiny.

    Travel to other locations, such as Malfeas or the darkling seas of the Underworld, may also be possible; if so, the Bureau of Destiny keeps these navigational courses strictly secret. Assuming these alternate courses are possible, each additional otherworldly destination costs two experience points (or one bonus point). The journey between worlds always takes fi ve days.

    A Sidereal can also use this Charm personally, just by throwing salt into any body of water (a mud puddle will do) and jumping in. However, this incurs the additional cost of one Willpower point. From then on, the character is swimming in the sea of white until she lets the Charm lapse. See Exalted, p. 130, for the effects of prolonged, strenuous activity. However, the character does swim twice as fast as normal.

    Note: The Fate keyword applies to passengers aboard a vessel when the Sidereal uses this Charm. The ship and its crew disappear as normal, but beings outside fate are left behind in Creation.


    Errata note
    The difficulty of plotting or changing course with this Charm is two higher than normally doing so. Normally invalid rolls, such as plotting a course over dry land with a sailing vessel, are allowed, and are difficulty 5.Learning the courses to other worlds does not cost experience or bonus points, but does require extensive familiarity with the more usual methods of traveling to the other realm of existence, to the point that no knowledge recall rolls would be necessary to know them. The difficulty of plotting courses to other realms is never less than 6.
    FIVE ORDEALS ODYSSEY
    Cost: 10m, 1w, 1lhl; Mins: Sail 5, Essence 4;
    Type: Simple (Speed 6, DV -2)
    Keywords: Fate, Obvious, Prayer Strip
    Duration: Instant
    Prerequisite Charms: Mirror-Shattering Method, Serendipitous Voyage, Walls of Salt and Ash

    In their travels, sometimes the Seers of Heaven encounter problems that make further progress seem impossible. In such cases, a Sidereal can channel Essence into a prayer strip bearing the Scripture of the Maiden at Sea. He casts the strip into the air, where the prayer strip explodes in a fl ash of golden lightning.

    Before the scene ends, something happens to remove the obstacle to his travel: a sudden squall blows away the approaching pirates, the desert caravan that has run out of water fi nds an oasis, a secret tunnel offers a way into the fortress, giant birds nest on the island where he is stranded.

    But the Sidereal (and any companions) have only traded one trouble for another, equally severe but possibly soluble: the squall also blows the Sidereal’s ship aground in a dangerous land, the oasis has a Fair Folk mistress who transforms men into beasts, the secret passage is prone to dangerous rock falls, catching a ride on a giant bird takes the Sidereal to a valley of the giant snakes the birds feed upon. This new threat is locked into destiny, so a Seer cannot use Five Ordeals Odyssey again to attempt another escape and perhaps some lesser danger. The Charm also cannot remove impediments to travel that come from outside fate, such as attacking nephwracks or storms of Wyld energy.

    The Charm obviously demands some skill at improvisation from the Storyteller. Whenever a character with this Charm takes a journey, it helps to prepare one or two scenes of replacement perils that can be plugged into the story at any point.

    Survival: the ships wheel
    SKY AND RAIN MANTRA
    Cost: 10m; Mins: Survival 3, Essence 2; Type: Simple
    Keywords: Combo-Basic
    Duration: One day
    Prerequisite Charms: None
    The character can knot up the destinies of the wind and sky in a region, controlling its weather to aid or hinder others. The Vizier’s player spends the motes and rolls (Stamina + Survival). Each success adds +1 to the diffi culty of other characters’ Survival or Resistance rolls to live in the affected area. (The player can apply fewer successes than rolled.) The harsh weather lasts for one whole day and affects an area with a maximum radius of (Sidereal’s Essence) miles. The nature of this harsh weather depends on the surroundings. It can be unseasonable for the region (such as torrential downpour in the dry season) but not freakish (such as a blizzard howling across the Southern deserts).

    If the Sidereal is so inclined, he can also use this Charm to alleviate harsh (natural) weather conditions. A single success on the (Stamina + Survival) roll calms the weather in the affected area. One success might be enough to counter some forms of deprivation, such as creating rain to help characters who suffer from thirst.

    In other cases, the Storyteller might reduce weather-related diffi culties of or penalties to Survival or Resistance rolls by the number of successes rolled. If two characters attempt to use this Charm to opposing ends in the same overlapping area, the roll is contested.

    Errata note:
    This Charm cannot directly cause environmental hazards that inflict damage. The Sidereal cannot create a firestorm or deadly cold, but a bout of unseasonable warmth may lead to a forest fire naturally.

    Add the following text to this Charm:
    With Survival 5+ and Essence 3+, a Sidereal may use this Charm to create ‘freakish’ changes in weather, such as blizzards in the South. This increases the Cost of the Charm by +1wp, and its enforced Duration lasts for only an hour.

    With Survival 5+ and Essence 4+, a Sidereal’s use of this Charm can cause weather that is a natural environmental hazard, on the level of the blistering heat/numbing cold described on Exalted, p. 131 normally. By adding +1wp to the Charm’s Cost and reducing its Duration to One hour, more extreme weather on the level of severe sandstorms is possible. Creating hazards this way increases the difficulty of the roll to activate the Charm by +2.

    Dodge: The Ewer
    Cost: 2m; Mins: Dodge 2, Essence 2;
    Type: Reflexive (Step 2)
    Keywords: Combo-OK
    Duration: Instant
    Prerequisite Charms: None
    Viziers anticipate attacks upon them, and avoid them. Apart from the name and Essence cost, this Charm duplicates Shadow Over Water (see Exalted, p. 227).
    Even destiny falls into regular patterns, and to avoid one blow is just as good as avoiding all a foe’s attacks. Sidereals with Dodge 4+, Essence 3+ may repurchase this Charm. If it enhanced a successful application of the character’s Dodge DV against an attacker previously in the same tick, subsequent uses against that same attacker also raise the target number of the their dice pool by 1.
    Cost: 10m; Mins: Dodge 3, Essence 2;
    Type: Reflexive (Step 2)
    Keywords: Combo-Basic
    Duration: Instant
    Prerequisite Charms: Absence
    Vibrations in the strands of fate alert a Sidereal to imminent danger. Her player rolls (Dexterity + Dodge) against a difficulty equal to the permanent Essence of the foe responsible for the trouble. (Environmental dangers are difficulty 1.) If the roll succeeds, the Exalt avoids the harmful effect. For this Charm’s purposes, a “harmful effect” includes unexpected attacks, area-of-effect attacks, attacks with no physical component or even continuous effects with a duration longer than instant. (The character only needs to avoid a continuous effect once.) Attacks with very wide areas of effect (such as the Rain of Doom spell) defeat this Charm if the character is physically incapable of moving the distance needed to escape the effect.
    The Sidereal’s player must activate this Charm either before her opponent’s attack roll or as soon as the player becomes aware of the effect.

    This Charm may be employed to avoid any harmful effect (including all undesired physical, social, mental and spiritual influence), regardless of applicability or the scope of the attack, so long as the Sidereal succeeds on the Charm’s activation roll. It fails only against unexpected attacks, Limit Break and Pattern Bite. Duck Fate’s fallible activation roll is considered a unique Flaw of Invulnerability.
    This Charm protects the person of the Exalt, including his possessions. It does not protect allies or distant estates just because they may be represented as Background traits on the Sidereal’s character sheet.

    Athletics: The Banner
    Cost: 1m; Mins: Athletics 2, Essence 1; Type: Refl exive
    Keywords: Combo-OK
    Duration: Instant
    Prerequisite Charms: None
    The character leans back into the taut strands of fate and launches from them like an arrow from a bowstring. In so doing, her leaping distance triples for a single jump.
    Cost: —; Type: Permanent
    Duration: Permanent
    Replace the text of this Charm with the following:
    Despite aphorisms to the contrary, the Exalted burn both long and bright, their insatiable heroism overwhelming all the obstacles in their way as they blaze through history towards their end. When performing feats of strength, the Exalt doubles his Strength rating and converts bonus dice from stunts into extra successes (adding double their rating to relevant unrolled pools). This Charm also allows the Sidereal to channel his Conviction on all such rolls, and on Stamina-based rolls to resist environmental hazards and poisons.

    Awareness: The Crow
    PRIOR WARNING
    Cost: 6m; Mins: Awareness 2, Essence 1;
    Type: Simple (Speed 4, DV -0)
    Keywords: Combo Ok
    Duration: Five hours
    Prerequisite Charms: None
    Replace the text of this Charm with the following:
    Casting her perception into the near future, the Sidereal senses the presence of imminent danger. The Storyteller should have the Sidereal’s player roll any Awareness rolls that she is allowed to notice a threat (Essence x 2) minutes before she would normally be able to roll. When the Storyteller cannot determine the difficulty of the roll beforehand, use the highest ([Intelligence + Larceny] ÷ 2) of any character involved in the threat–or difficulty 1 if the Sidereal could notice the threat automatically. On a success, she receives a vague premonition of harm, putting her on guard without actually revealing the nature of the threat. Such forewarning adds one automatic success to her actual roll to notice the threat when it finally arrives.
    Expected Pain
    Cost: 2m (+2m); Type: Reflexive (Step 2)
    Mins: Awareness 3, Essence 2; Type: Refl exive
    Keywords: Combo-OK
    Duration: Instant
    Prerequisite Charms: Prior Warning

    Vague premonitions of future sorrow drift through the mind of a Sidereal who has mastered this Charm. As her fated suffering impends, these visions crystallize into awareness. Expected Pain cancels the unexpected quality of any physical or social attack against the Sidereal. It costs an additional two motes when used to defend against creatures outside of fate.

    With Awareness 5+, this Charm can be activated to enhance any Awareness roll to notice a concealed threat to the Sidereal or her allies—a hidden assailant, a drop of poisonous lotus extract dissolved in a cup of tea, a venereal disease on a concubine. Doing so converts all dice on the roll to automatic successes.
    SUPERNAL AWARENESS
    Cost: 4m; Mins: Awareness 4, Essence 3; Type: Simple
    Keywords: Combo-OK, Fate, Stackable
    Duration: One Scene
    Prerequisite Charms: Expected Pain
    With this Charm, the character expands her awareness not into the future, but across a broader swatch of the present. The character must look for something specifi c, be it a person, a spirit, the use of her name, the use of Essence, the outbreak of combat or some other objectively defi nable phenomenon. If that specifi c thing appears or occurs within (character’s Essence x 100) yards, the Sidereal becomes aware of it. She doesn’t receive a clairvoyant vision, per se, so much as she receives a general understanding.

    She might know the location of a person she monitors but wouldn’t necessarily know what that person is doing. If the character watches for a phenomenon, though, she does get a general sense of its power level. If she watches for combat, for example, she can tell the difference between two gangs clashing over disputed turf and two rival noblemen dueling over a girl. If the character looks for the use of Essence, she could tell the difference between a fellow Sidereal’s refl exive use of the Forgotten Earth Charm (see p. 153) and a sorcerer casting the Incomparable Body Arsenal spell (see Exalted, p. 255). In these circumstances, the character can even recognize specifi c Charms, spells or other supernatural powers, if she’s
    seen their use before.

    Supernal Awareness does not detect creatures outside of fate. Creatures governed by fate, however, cannot conceal themselves from this Charm by any natural or supernatural means. The more times a Sidereal activates this Charm in a scene, the more creatures or phenomena she can watch for at a time.


    __________________________________

 

  • 122fd8085f0180d2aa2f82c90955031e.jpgName: Tien of the Calamitous Fist
    Caste: Battles
    Concept: Martial Sifu
    Age: 312
    Faction: Bronze
    Motivation: To instigate a war that leads to the fall of a Deathlord
 
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