Login or Sign Up Log in with. Search in titles only. The exalted hierarchy or power of, "can a sidereal do anything a Solar can't do? Posts Latest Activity. Page of 5. Filtered by:.

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Login or Sign Up Log in with. Search in titles only. Sidereal Caste Abilities. Posts Latest Activity. Page of 2. Filtered by:. The Wizard of Oz. Sidereal Caste Abilities , AM. Quite a long time ago, Vance posted his current thoughts on Sidereal caste abilities, and said he was interested to see what people thought.

But there was never any real discussion about it, so I thought I'd start a thread about it. Though I wonder if they'll still have to get the Martial Arts merit. I kind of think maybe they should get it for free: part of the point of the Martial Arts merit, as I understood it, was that Martial Arts was just so good that it needed gating.

But Sidereals are actually worse at martial arts than Solars because they I assume don't get Mastery. And its thematic. Still, that's slightly off-topic. So back to the main abilities. Journeys, Serenity and Secrets are all the same as in 2nd ed. What's been moved is that Battles have got Brawl, and lost Athletics to Endings since their Martial Arts is now shared by everyone. I don't think this is terrible: Brawl does, I think, fit better with Battles than Endings.

But I don't really see Athletics as fitting with Endings. I'm not really seeing much connection there: what does running, jumping and lifting have to do with ending stuff? Whereas Medicine obviously does. It fits better with Battles. But thinking about it more I mean, it's Athletics. It's previous versions included charms like "run without tiring".

Shouldn't it be in Journeys? I'd therefore suggest that maybe Thrown should be Endings one combat ability. I think it's fitting for fate ninjas whose theme is ending stuff to throw shuriken or knives at people, and, you know, end them. That does mean Journeys no longer has one of the main combat abilities, but they'll have Athletics and Resistance whereas Serenity just has Dodge and Secrets doesn't really have any combat stuff.

For a more out-there alternative, Athletics could stay in Battles and Endings could get Melee. It might seem odd for Battles to not have Melee, but the executioner's axe, the assassin's blade, the sword that cuts the Gordian knot, could be in Endings. And with Archery, Athletics, Brawl, Presence and War, the Chosen of Mars still have plenty to do in fights while not having the same abilities as Dawn Castes which I've always assumed is the reason they have Presence, frankly.

I'm not really saying "I think this selection of Abilities is awful for Sidereals, and must change! What do the rest of you think? I play Kovan, actor, librarian, sorcerer, great bear, Lunar Elder from the First Age Thutmose-Osiris, seventh son of a seventh son, descendant of the Supreme Deity Sukhmet, renegade demigod and bearer of the Ghoul-Banishing Bow. Also bright green.

Tags: None. The corebook mentions that Sidereals have their own methods of unlocking the Mastery effects. It'd be odd if the Exalt group canonically stated to be the most enlightened and best Martial Artists didn't get Mastery somehow.

Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong. Comment Cancel Post. Originally posted by Kyman View Post.

I can see where you are coming from, for sure But I think that the set-up we've been shown is pretty solid. I can see myself playing any of those Castes, and that's a good thing. Also I think that to an extent, giving Athletics to Journeys is almost Sidereals are all about the abstract, lateral associations.

I think that making Athletics endings kind of suits in that Athletics is all about getting you somewhere and ending a movement, whereas Journeys are all about the Journey, so to speak. That works for me. Endings are my favourite though, and always have been, and I'm not a huge fan of Thrown, so maybe that's why I like it however hahaha.

Honestly, I think there is no way to map 3E's abilities to 1E constellations. The Mast has nothing to do with Resistance if I had to pair it with a 3E ability, it would be Integrity, but even that is sort of an awkward fit. War should obviously be The Banner, but that leaves us with no constellation for Presence.

The Sword can't really be anything but Martial Arts I mean, it could be Melee, but then you have nothing for The Spear and you have to rewrite the entirety of Sidereal Melee from the ground up. You could maybe say that The Gauntlet now corresponds to Presence it's not a terrible fit thematically and The Sword is Brawl, but let's face it, mapping an ability that can't use swords at all to that constellation would be You could possibly make it work, because sids are supposed to be strange, but it still feels wrong.

Last edited by aluminiumtrioxid ; , AM. I wonder what SMAs will look like these days actually. Will they be notably powerful high Essence MA trees? Or will they take another kind of form? I was reading my 1e book this morning over breakfast and I was very tempted to see what Prismatic Arrangement of Creation looks like in 3e.

The initial Magical Material Charms are pretty easy to translate but I can easily see stuff like "your unarmed attacks are light artifact weapons" being relatively high Essence simply because, like, wow that's powerful and it's, like, an opening charm in the form. Also will they require mastery of a "lesser" style? That would be cool, but we didn't want all the awesome shit to be locked behind high Essence requirements in 3e though if any Exalt was going to do that, it would be Sidereals what with them having a lot of masters in their fictional power block.

Isator Levi. I'm not really seeing much connection there. I have approximate knowledge of many things. Write up as I play Xenoblade Chronicles.

Originally posted by Tiresias View Post. Death is coming for you and there is nothing you can do to outrun it. Athletics was Endings in 1st ed. Giving it back to Endings so Battles can get Brawl makes things fit rather nicely. A lot of it is going to depend on how Sidereal Charms are rebuilt though. The Charmsets in 2nd ed. And stuff. What was it, 3 days less life per point of strength, dex or stamina added until the end of the scene?

Something like that. I'd prefer to see Resistance in Endings, swapped for Athletics in Journeys. Sunder the Gold. Athletics could have gone to Journeys, with Resistance remaining with Battles, and Presence going to Endings.

So, Presence could be assigned to the constellation of the Sword. Or Integrity could go to Journeys, since it's what replaced First Edition's Endurance, and it does the best job of representing Endurance's commitment to a goal. Resistance would remain with Battles, Athletics would go back to Endings, and once again, Presence would also go to Endings, under the constellation of the Sword.

But if Integrity goes to the Sword, it's probably an executioner's sword. The Charms represent how the Sidereals need kill their compassion to fulfill Yu-Shan's callous designs, which often includes killing or causing death or not preventing the deaths that they could.

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Sidereal Exalted

The Chosen of the Maidens are the savants and astrologers of the Exalted , as well as matchless martial artists. It was the Great Prophecy of the Sidereals that led to the murder and usurpation of the Solar Exalted , and the Sidereals have lurked in the shadows since then, manipulating the course of not only the Realm , but Creation as a whole. The Sidereals have been split into two factions, Bronze and Gold , since a disagreement over the fate of the Solar Exalted 1, years ago, and the Solars' return has led to a renewal of outright hostility between the two groups. The Sidereal Exalted are the administrators and maintainers of Creation, specifically charged by the Five Maidens to oversee the Loom of Fate and the management of destiny. Sidereals are extremely powerful, but highly constrained; they have a finite number of charms, and many of their abilities require haggling with the Celestial Bureaucracy and Pattern Spiders. The Fivescore Fellowship has five castes , each of which is related to the Sidereals' bureaucratic duties. These castes are:.


Exalted 3E: A Sidereal's work is never done.

They are the servants of Fate, guardians of the heavenly realms. They hold ancient, esoteric wisdom and act as scholars, viziers, and assassins. Sidereal powers revolve around indirect means of accomplishing tasks; when a Sidereal acts, he prefers that no one ever even knows they were involved. Sidereal Exalted also frequently possess martial arts. Indeed, Sidereal Exalted are noted as martial arts masters, and often develop entirely new martial arts. Servants of the goddess Mercury , the Chosen of Journeys serve her as couriers and spies in the Golden Barque of the Heavens. A Chosen of Journeys can invoke his anima to make himself and those that travel with him uncannily fast.


Sidereal Rules

This material is not official and is not endorsed by White Wolf Publishing. The Chosen of the Maidens are the savants and astrologers of the Exalted , as well as matchless martial artists. During the Primordial War , they acted as advisers and spies for the Solar and Lunar generals. Near the end of the Age of Dreams , they undertook the Great Prophecy , which eventually led to the murder and usurpation of the Solar Exalted. Because of certain actions taken during the usurpation of the Chosen of the Sun, all of the Fivescore Fellowship became stricken with Arcane Fate, which makes it very difficult for people to remember they exist at all.

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