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Author Topic: GM for Sidereal-focused Exalted game  (Read 2613 times)

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Offline eternaldarknessTopic starter

Re: GM for Sidereal-focused Exalted game
« Reply #100 on: August 05, 2015, 07:17:57 PM »
Crimson Path Fo
Name: Crimson Path  Fo      Caste: Chosen of Battles
Player: Eternaldarkness       Faction: Independent       

Motivation: Liberate the Djala from slavery.
Intimacies: (Max 15)
-"Sweet Poison Lin is my friend, poison supplier, and sometimes-lover. I've known her since I first took my Second Breath."
-"Faka Kun can lead the Djala out of slavery....if I can keep her from becoming a divisive figure among them."
-"I despise slavery, and the Guild for making so many of my people into slaves."
-"I owe Nara-O a huge favor for keeping my secret...(Crimson has no idea what the secret is. That's how well Nara-O hid it.)"
-"My father is despicable, but he's all I have left in the world."

Bonus Points: 0/25 (4 Attributes, 11 Abilities, 5 Willpower, 3 Virtues, 2 extra MMBT techniques)

Attributes (4 BP to raise Strength to 4)

    Physical(9)               Social(6)                Mental(7)
    Strength 4                 Charisma 4           Perception 4
    Dexterity 5                Manipulation 3     Intelligence 3
    Stamina  4                Appearance 2       Wits 3

Abilities(Archery 5 - 1 BP. Presence 5 - 1 BP. Dodge 5 - 2 BP. Survival 5 - 1 BP. Stealth 5 - 1 BP. Socialize 3 - 2 BP. Martial Arts 5 - 3 BP)

    Journeys                    Serenity                       Battles
( )Resistance 3        (-) Craft -                     (-) Archery 5
( ) Ride 1                   (-) Dodge 5                 (-) Athletics 4
( ) Sail                        ( ) Linguistics 4         (-) Melee 2
(-) Survival 5             ( ) Performance 3     (-) Presence 5
( ) Thrown                 ( ) Socialize 3            (-) War 4

     Secrets                       Endings                     
( ) Investigation 1     ( ) Awareness 4               
( ) Larceny 1              ( ) Bureaucracy 2     
( ) Lore 3                    ( ) Integrity 3
( ) Occult 3                (-) Martial Arts 5
(-) Stealth 5               ( ) Medicine 2

Crafts
( ) Craft (Fate) 2
( ) Craft (Water) 3

Specialties: Craft (Water) - Poison 1
Archery - Longbow 3.
Occult - Demons 1, Elementals 1
Resistance - Poison 1


Languages: Firetongue, Forest Tongue, High Realm, Old Realm, Riverspeak

Advantages
Backgrounds (25/25)
Acquaintances 2 (The Djala homelands, known by his old name Fo)
Allies 3 (Sweet Poison Lin-Chosen of Serenity)
Artifact 3 (Red Letter - Starmetal Long Powerbow)
Artifact 1 (Infinite Jade Quiver)
Backing (Convention of Fire) 2
Celestial Manse 3
Connections (Crimson Panoply of Victory) 2
Connections (The Guild-South) 2
Connections (The Silver Pact - South) 1
Connections (Sand Pirates - South) 1
Salary 2
Sifu 3

Anima Power
Chosen of Battles Anima Power
(Sidereals p. 113)
A Chosen of Battles reflexively makes
the Lesser Sign of Mars for 10 motes. The Chosen’s anima
billows outward in a brilliant scarlet that engulfs all those
affected. For one scene, he adds (Essence) to the bashing and
lethal soak of the Sidereal and all allies within(his Essence x 10) yards.

Sidereal Dice Caps
The Sidereal limit on dice added by Charms is (Essence).
Their Second Excellency counts each success as only one die
added by a Charm, instead of two as for most other Exalts.

Charms
Charms (30/30, 10 Auspicious or Favored)
Name                                                 Cost;Book/Page
Archery Charms (8)
First Archery Excellency                     1m per die;Exalted 183

Fateful Archery Excellency                 1m per -1 dif;Sidereals 127

GENERALIZED AMMUNITION TECHNIQUE
Cost: 1m; Mins: Archery 2, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
With this Charm, a Sidereal can turn any item no longer
than his arm and no heavier than his fist into a fully functional
projectile. Be it a handful of sand, a flounder, a shout, or whathaveyou, the Sidereal gives it the fate of an arrow—so the item functions as an arrow, of whatever type the character wants.

The improvised projectile inflicts damage per a standard arrow
of a chosen type, as well as inflicting any special effects based
on the nature of the projectile. If, for instance, the archer uses
a handful of sand and gives it the properties of a fowling arrow,
his target not only suffers bashing damage from the attack but
might also be temporarily blinded. The Charm also serves as
a peculiar way to send a brief message: turn the words into an
arrow and shoot them near the intended listener.

Generalized Ammunition Technique can be activated for a
cost of 2m to emulate any ammunition costing Resources 2 or
lower.

ANY DIRECTION ARROW
Cost: 1m; Mins: Archery 1, Essence 1;
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
The Sidereal’s arrow weaves unpredictably in the air,
coming at a target from an unexpected angle. As a result,
the archer may ignore penalties to the attack roll from up
to 50% cover. If the target enjoys better than 50% hard
cover, the full penalties apply.

EVERY DIRECTION ARROW
Cost: 2m
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Direction Arrow
Weaving her arrows together with strands of martial destiny,
the Sidereal can loose them all in a single shot. Activating this
Charm, the Sidereal may nock and release up to (Dexterity)
arrows as part of a single Archery attack. The base damage of
each individual arrow is added to the raw damage of the attack,
and any tags or special qualities possessed by an arrow are applied to the whole attack.

OPPORTUNE SHOT
Cost: 2m per reduction; Mins: Archery 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The character spots the moment in which fate intends
for him to take his shot, and he rushes to accommodate. The
Sidereal reduces the Speed of an Archery-based attack by
one tick for every two motes spent to activate the Charm.
Opportune Shot and other effects can reduce the attack’s
final Speed to a minimum of 3.

FIVE SEASONS RESPONSE
Cost: 2m; Mins: Archery 4, Essence 3;
Type: Refl exive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Every Direction Arrow, Opportune
Shot
If skill cannot protect one of the Maidens’ Chosen,
then she may trust to the world’s esteem for her offi ce and
duties. If not to that, then to Creation’s fear of what she
hopes to save it from. If not to that, to the world’s dreams
of glories faded that may yet return. And if all these fail, she
may ask for luck and revenge. These are the Five Seasons
Response. If an Archery-based attack strikes the Sidereal,
she may invoke this Charm to refl ect that attack back to
its source. The attacker receives his own attack, using the
same attack roll and including any Charms he used.

MANY MISSILES BOW TECHNIQUE (2 Bp extra transformations)
Cost: 10m, 1wp, 1lhl; Mins: Archery 5, Essence 4;
Type: Simple (Speed 5, DV-1)
Keywords: Combo-OK, Obvious, Prayer Strip
Duration: One scene
Prerequisite Charms: Five Seasons Response, Generalized
Ammunition Technique
The Sidereal activates this Charm using a prayer strip
inscribed with the Scripture of the Clay Maiden. Infused
with Essence, the strip rises into the air above the Sidereal’s
bow (holding steady at 10 yards) and glows a garish pink.
The strip’s influence triples the effective range for the
character’s Archery attacks.

What’s more, the character can perform the Generalized
Ammunition Technique in reverse: he can transform
arrows in flight into other materials or phenomena found
in Creation... not all of them physical. The character learns
one transformation when he first learns the Charm. He can
learn as many other transformations as he pleases, either
when he first learns the Charm or later, but each additional
one costs one experience point (or two for one bonus point).
During a scene in which this Charm is active, the Sidereal
can use only one transformation per attack. Each arrow so
transformed costs one mote. A character cannot transform
projectiles he improvises with the Generalized Ammunition
Technique or on arrows made of the magical materials. Some
sample transformations include the following:

• Boulder: In mid-flight, the arrow transforms from
a simple wooden shaft to a large boulder. The projectile
becomes unblockable. It also doubles its raw damage against
inanimate objects. The base Damage of the attack becomes (Exalt’s Essence) if it would be lower. Those who fail to defend suffer automatic Knockdown.

• Fire: The arrow dissolves in the air, to be replaced
by a rain of fire. Everything within (Sidereal’s Essence) yards of the target suffers one action’s worth of environmental damage, as if from a bonfire (see Exalted, p. 131). Paper, dry grass, grease and other easily combustible substances catch fire.

By paying 1wp in Step 1 of resolution, the Exalt may increase the
hazard’s Damage and Trauma to (Essence).

• Health: The Exalt rolls the minimum damage of the attack,
healing levels of damage instead of inflicting harm. Soak does
not hamper this power.

• Love: The arrow disintegrates in midair, and the attacker
compares successes on his roll to the target’s Dodge
Mental Defense Value instead of Dodge Defense Value. If
the attack “hits,” the target falls madly in love with the fi rst
person the target sees. The effect is an Intimacy that the
target cannot voluntarily erode for a number of days equal
to the attacker’s Essence. Ensuing events dictate whether
the feelings linger or wither.

• Precipitation: For one minute after the arrow lands,
rain or snow falls in the area (whichever is the least unlikely
for the location and time of year). The affected area is 100
yards in diameter per dot of the Sidereal’s Essence.

The Exalt may pay a surcharge of 1wp to force
snow or rain out-of-season.

Athletics Charms (2)
Forgotten Earth                                1m;Sidereals 153
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.

Burn Life                                          -;Sidereals 153
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.

Craft Charms (2)
EXCELLENT IMPLEMENTATION OF OBJECTIVES
Cost: 4m; Mins: Craft 3, Essence 2; Type: Supplemental
Keywords: Combo-Basic
Duration: Varies
Prerequisite Charms: None
Superb works of magical or mundane craftsmanship can
become tools of destiny in the right hands. With this Charm,
the Sidereal craftsman makes it apparent that destiny simply
cannot wait for the object he's putting together. As a result,
circumstances conspire so the Sidereal fi nishes his work in
a fraction of the time such artifi ce would normally take.
Divide the amount of time a Craft project would normally
take by an amount equal to the character's Essence.

DESTINY-KNITTING ENTANGLEMENT
Cost: 2m; Mins: Craft 3, Essence 2; Type: Refl exive
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
A Seer can bind an objects destiny to his own. 
Thereafter, the character may reflexively spend two motes of
Essence to learn the object's general circumstances: where
it is, what sort of person has it, what that person is doing with it.
The Sidereal can instead spend the two motes to engender a series of events that brings the object back to her. Perhaps a thief steals it and passes it off to a fence in the Sidereal's employ. Perhaps the acquaintance (per the Background) who left with the object chooses that moment to visit the Sidereal and brings it with him.

This Charm can target any object the character owns (Exalted,
p. 238), as long as no other Essence user owns it. This Charm
is a Shaping effect that dictates circumstances and actions; extras  cannot resist this script for the world, while others may spend 1wp to pass off their duty to fulfill destiny to someone else.

If the circumstances aren't ideal for the Sidereal to draw the
object to him, the object might not make it all the way to
his hands, but it makes some progress each time. He may
continue to monitor the object's location until the object
returns to him.

If the Sidereal loses in combat an object affected by
this Charm, he can use a stunt to call it back to his hand.
Doing so must involve the scenery or circumstances:
he can't simply make the object float back to him. But if
an enemy knocks the Sidereal's daiklave from his grasp,
for instance, an arrow meant for the Sidereal's heart might
knock the tumbling blade back into his hand.

A character can bind to herself a maximum number
of objects equal to her Craft (Fate) score. A Sidereal may use
this Charm to observe and affect any number of objects he owns.

He maintains ownership by using Destiny-Knitting Entanglement
to check in at least once every day. Failure to do so allows others to claim it in full, preventing use of this Charm. Other effects that assert absolute ownership of the object will also thwart this Charm. Recalling an object in combat costs nothing and is reflexive.

Dodge Charms (2)
Absence                                             2m;Sidereals 143
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).

Add the following to this Charm:
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.

Duck Fate                          10m;Sidereals
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.

Martial Arts Charms (5)
Violet Bier of Sorrows Style
Secrets of Future Strife                     3m;Sidereals 180
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Replace the text of this Charm with the following:
Accepting the twists and turns circumstance with instant
determination, the Sidereal is never caught off guard. A Join
Battle roll supplemented by this Charm converts up to (Martial
Arts) dice to automatic successes. As part of the roll, the martial
artist may reflexively draw any form weapon of this style.

Flight of Mercury                              2m;Sidereals 181
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Replace the text of this Charm with the following:
Moving with the swift precision of one who knows her destiny,
the Sidereal strikes without hesitation or remorse. An unarmed
attack supplemented by this Charm reduces its Speed
by one point. The martial artist can also move up to (Essence)
yards before making the attack if needed to close range with
her opponent.

Blade of the Battle Maiden               5m, 1wp;Sidereals 182
Keywords: Combo-OK, Obvious
Replace the text of this Charm with the following:
Crimson ribbons of Essence trail from the Sidereal’s hands,
the strands of a martial destiny waiting to be seized. This crimson nimbus allows the martial artist to both deal lethal damage and parry lethal attacks while unarmed, and enchants her natural attacks with the traits of a stametal daiklave (except
for clinches).

Alternatively, the martial artist may invoke this Charm to
invoke a form weapon she wields, granting it the magical material bonus of starmetal and rendering it as indestructible as an attuned artifact. It also benefits from the reduced target number for damage.

Joy in Adversity Stance                     5m;Sidereals 182
Type: Reflexive (Step 2)
Keywords: Combo-OK
Replace the text of this Charm with the following:
Each moment’s survival is a small happiness to one who
walks constantly with peril and misfortune. While Joy in Adversity Stance is active, the martial artist gains one bonus die
on her next unarmed Martial Arts attack every time she successfully dodges an attack. Attacks with the Overwhelming tag instead confer two dice when dodged. These bonus dice count as dice added by a Charm, and are discharged at when the martial artist next attacks.

Attacks must be made with hostile intent against the martial
artist and be capable of harming her in order to trigger this
Charm. Using a defense with a Flaw of Invulnerability ends this
Charm’s duration prematurely.

Violet Bier of Sorrows Form           6m;Sidereals 182
Keywords: Combo-Basic, Form-Type, Emotion, Obvious
Replace the text of this Charm with the following:
The martial artist takes on the same cold detachment with
which Saturn makes her Sign against those things whose time
has passed. She is reckoning and destruction, a peerless bringer
of endings, and all the princes and kingdoms of the world tremble before her. While Violet Bier of Sorrows Form is active, the martial artist gains the following benefits:
• All enemies see their own end in her, doubling any wound
penalties they take on actions to oppose her in combat. Resisting this unnatural Emotion for one scene costs two Willpower.
• Any unarmed attack she makes against a spirit consumes
one of the spirit’s motes for every level of damage dealt.
• The character’s unarmed martial arts attacks gain an
Overwhelming value of (the lower of her Essence or Martial
Arts rating).

Melee Charms (1)

Harmony of Blows                             2m per attack (+1wp)
Keywords: Combo-OK, Virtue (Temperance)
Duration: Instant
Prerequisite Charms: None
Uncertain fates may offer several equally attractive
options in parallel. A Seer with this Charm need not choose
one option over the others. Instead, he takes every available
option. When the character activates this Charm, he can
take two extra attack actions using Archery, Martial Arts,
Melee or Thrown, ignoring multiple-action penalties and
his attacks’ listed Rate.

This Charm may be in Combos with Charms of other
combat Abilities. Each attack used in the magical flurry
must use the same Ability and weapon, though.

Harmony of Blows allows the Sidereal to take up to (Dexterity)
attacks as part of the magical flurry it creates. Doing so
costs two motes per action, or a flat cost of five motes if only
Melee attacks are included. No enemy can have more than one
attack directed at them unless the Sidereal pays a surcharge of
one Willpower when activating this Charm.

Presence Charms (2)
Second Presence Excellency            2m per success;Exalted 184

Force Decision                                   4m;Sidereals 156
Keywords: Combo-OK, Compulsion
Duration: Instant
When people face choices, wise Viziers shape the
people’s decisions. The Sidereal subtly channels Essence into
a victim so he makes the decision that the Seer wants. At
the time, the decision seems perfectly natural to the target
character forced to make it, though he might come to regret
it later and wonder what possessed him to choose as he did.
The Seer’s player need merely succeed at a (Manipulation
+ Presence) roll at a difficulty of the target’s Essence;
This Charm targets a character no more than (Essence x 5)
yards away, and the roll to use it is made against the victim’s
MDV. It costs 2wp to ignore this unnatural Compulsion.

The Charm works only on people who really are
weighing different options: it can’t force a person to drop
whatever he’s doing to go do something else. Any decision
imposed must be at least a plausible option in the
circumstances: when the Regent ponders what wine to have
with dinner, you can’t make him decide to declare war on
Thorns. Worst of all, the Charm doesn’t hold the target to
his decision. Habitual waffl ers may still change their minds
a few minutes later. (Bronze Faction Sidereals have learned
that using Force Decision on Regent Fokuf is futile and unnecessary: he agrees with whatever anyone suggests... and
changes his mind the next time anyone speaks.)

Resistance Charms (3)
Ox-Body technique x3

Someone Else's Destiny                    4m
Keywords: Combo-OK
Duration: Indefinite
When the Sidereal is exposed to a drug, poison, or Sickness effect, as well as influences that cause Derangements or other effects that can reasonably be called ‘madness’, intentionally or unawares, she can lock it away as a memorandum attached to her fate and pass that memorandum off on someone else.

At the drug or poison’s first damage interval (see Exalted,
p. 130), the Sidereal can reflexively activate this Charm instead
of trying to resist the poison. The effect of the substance
separates entirely from the Sidereal’s fate but remains in orbit
around it. The Sidereal can have up to (Essence) suspended
maladies at once.

The substance remains suspended thus until the next
time the Sidereal successfully attacks someone in close combat
and her player rolls at least one die of lethal or aggravated damage.

Whether the damage roll succeeds or not, the orbiting
memorandum transfers to the victim of the attack, whereupon
the substance’s effects kick in immediately as if the victim had
originally ingested the poison or drug himself.

Applying the effect to an attack is done in Step 1 of combat resolution and is voluntary.

Shield of Destiny
(pp. 128-129)
Cost: 3m, 1wp; Mins: Resistance 3, Essence 2;
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Indefinite
Replace the text of this Charm with the following:
The Sidereal reaches out to grasp the fate of an attack headed
her way, carrying it off like a banner to bestow upon someone
else. Calling upon the Shield of Destiny, the Sidereal rolls
(Dexterity + Resistance) in Step 7 of an attack against her.
Every success on this activation roll subtracts a single die from
the post-soak damage of the attack (to a minimum of one die
remaining).

Damage prevented by this Charm remains caught in the
weave of the Sidereal's destiny, vibrating like a trapped fly.
Whenever the Sidereal is attacked, she may release this thrumming tension as an unblockable and undodgeable counterattack that hits automatically in Step 9. The counterattack has damage equal to the amount of dice initially negated by Shield of Destiny, and bypasses both soak and Hardness.

A Sidereal may maintain up to (Essence) activations of this
Charm. She may release these without making a counterattack
if she wishes to, dissipating the tangle of violence throughout
the whole of the Loom of Fate.

Optimistic Security Practice            5m;Sidereals 129
Type: Reflexive
Keywords: Combo-OK, Emotion
Replace the text of this Charm with the following:
Postponing her sacrifice so that she might continue to serve
Creation, the Sidereal flicks her thumb across the strand of
her lifespan, deferring all efforts to cut it. Optimistic Security
Practice adds (Essence) to the Sidereal’s bashing, lethal, and
aggravated soak. If she is not wearing any armor, this rises to
her (Essence + Resistance).

In addition, the Sidereal winds the destiny of (her Compassion
– target’s Compassion, minimum one) of each of her opponents’
positive Intimacies around her own. When attacked,
the Sidereal may interpose the likeness of one of the target’s
Intimacies over her own like a spectral hostage, its eyes pained
by shock and incomprehension at the target’s betrayal. The
target must pay one Willpower to attack the Sidereal through
the figure of his Intimacy; failing to do so causes the attack to
sever the thread of that Intimacy, discarding it from the attacker’s Intimacies completely. The Sidereal gains the benefit
of this defense against any opponent who attacks her until each
of that opponent’s captured Intimacies have been destroyed,
or until the opponent has spent (Sidereal’s Compassion) Willpower to resist. The Sidereal may not capture more than five
Intimacies of any target per scene, and if two Sidereals capture
the same Intimacy, the defense is no longer applicable once
that Intimacy has been severed. This Charm does not allow the
Sidereal a survey of the target’s Intimacies; which Intimacies
are captured are determined by the Storyteller, but the Charm
generally snares those Intimacies the target considers most important first.

Stealth Charms (1)
Soft Presence Practice                      4m, 1wp;Sidereals 170
Type: Simple
Keywords: Combo-OK
Duration: One scene
Replace the text of this Charm with the following:
With this Charm, the Sidereal steps lightly around the bonfires
of heroes and dampens her own, moving to disturb none so
that she may work in peace. While this Charm is active, motes
spent on the Sidereal’s non-Obvious Stealth Charms (including
Excellencies) do not contribute to anima flare, and she may
spend up to (Essence) peripheral motes on other non-Obvious
Charms each tick without them counting for anima flare. In
addition, she adds an extra success to her Larceny and Stealth
rolls during the scene.

Walking Outside Fate                        5m, 1wp
Type: Simple
Keywords: Fate
Duration: Indefinite
Prerequisite Charms: Soft Presence Practice
A Sidereal who uses this Charm can part the strands of
the weave of fate, stepping between them and outside fate
altogether. The character still physically exists in Creation,
but her new condition makes her almost impossible to perceive.
While the character remains outside fate, creatures
whose Essence ratings do not exceed hers cannot detect
her. If such creatures succeed on a reflexive (Perception +
Awareness) roll, they might realize that some sort of presence
has come among them, but affecting that presence
or attacking it incurs a -2 external penalty on any related
roll. Only characters with supernatural tracking abilities
can attempt to track the hidden character.

The character remains outside fate for as long as she
commits the Essence to the Charm, but causing her anima
banner to fl are such that it causes Stealth Charms to fail
also ends this effect. If two characters walk outside fate in
the same location, they cannot automatically sense one
another. Whether or not one sees or becomes aware of the
other depends on the characters’ relative Essence ratings.
Walking Outside Fate carries the Fate keyword because
other Charms with that keyword have diminished or nullifi ed
effects against characters using this Charm.

To clarify, the character is effectively invisible, and can be
targeted like other invisible characters. She is perfectly immune
to long-term tracking (see Exalted, p. 140), adding (Essence)
dice to any roll-off.

Survival Charms (1)
Becoming the Wilderness                 4m;Sidereals 136
Keywords: Combo-OK, Virtue (Valor)
Duration: One day
Replace the text of this Charm with the following:
The wilderness is not a hazard to itself, and each part unto its
other parts is as one beautiful, moving Tapestry. By activating
this Charm, the Sidereal becomes another part of the wild, and
it accepts him warmly. The Exalt ignores the environmental
impediments of the untamed wilderness, which is distinct from
sculpted gardens or the body-realms of titans. This allows him
to ignore external penalties or difficulty increases from these
factors, the difficulties of unstable footing or water and muck
(Exalted, p. 155), or exhaustion from extreme temperatures
(Exalted, p. 130). On rolls that would suffer these penalties,
the Seer may channel his Valor. The Exalt travels at his maximum overland travel speed with little effort, as if he were on a leisurely walk and ignoring any reductions to his travel speed
due to weather, terrain or magic.

With a Survival and Essence 3+ repurchase, the Sidereal
has come to an understanding that all places are wilderness to
those unfamiliar. He may activate this Charm to function in either true untamed wilderness or in more structured, cultivated
places such as cities and towns. The Exalt cannot make use of
both functions at once, and the divine structure of titan bodies
remain too potent to ignore until Essence 4+.

Colleges
The House of Journeys
The Captain
The Gull
The Mast 1
The Messenger
The Ships Wheel 1

The House of Serenity
The Ewer
The Lovers 1
The Musician 1
The Peacock
The Pillar

The House of Battles
The Banner 1
The Gauntlet 1
The Quiver 2
The Shield 2
The Spear 1

The House of Secrets
The Guardians
The Key 1
The Mask 1
The Sorcerer
The Treasure Trove

House of Endings
The Corpse
The Crow
The Haywain
The Rising Smoke
The Sword

Thaumaturgy
Art of Demon Summoning 1
Art of Elemental Summoning 1

Willpower: 10 (5 BP)

Virtues
Compassion 4 (2 BP)
Temperance 1
Conviction 3
Valor 4 (1 BP)

Dodge DV: 7
Parry DV: (5 Clinch, 4 Kick, 6 Punch) [Dex + (Martial Arts or Melee) + Weapon Defense]  ÷ 2

Dodge MDV: 9
Parry MDV: ([(Charisma or Manipulation) +Ability + pertinent specialty] ÷ 2

Equipment
Hearthstone: Gladestalker's Stone (MANSE •••) (Set in Powerbow) +3 Acc/+3 Dam to Powerbow

Infinite Jade Quiver (Owned)
Cost: 1, 3m commit.
Made of Green Jade. Create an infinite supply of any non-artifact arrow costing no more than resources 1, one type at a time (type can be changed by turning a dial on the Quiver as a miscellaneous action). Arrows vanish after two ticks unless the user pays 1 mote per arrow to create a real arrow from pure essence.

Starmetal Long Powerbow- Red Letter (Owned)
Dire Lance: Speed 6, Accuracy +5, Damage +8L/2, Rate 3, , Attune 6, Tags: 2, B, O. +3 Acc/+3 Dam from Gladestalker's Stone.

M = Martial Arts May be wielded with Martial Arts or Melee.
N = Natural Part of the body; not subject to disarming. Must be wielded with Martial Arts. Can parry
only bashing attacks without aid of a stunt or magic.
O = Overwhelming Damage after the slash is the innate minimum Damage of the weapon rather than the usual
one die.
P = Piercing weapons ignore four points of soak from the target’s armor. If this would give the armor in question an
effective soak value of less than 2, the weapon does not ignore the armor’s final 2 points of soak.
R = Reach Can attack mounted targets or those at higher elevation without penalty.
Th = This tag indicates that a weapon is a Thrusting weapon, capable of being used for Thrust actions. A Thrust action is
identical to an Attack action, save that its DV penalty is -2 and it carries the Piercing tag.

                               Soak
                        B: 4     L:  2    A: 0



Essence                 
(*)(*)(*)(*)( )( )     
Personal       18/18
Peripheral    37/46
Committed   9 Peripheral (3m Quiver, 6m Powerbow)
                         
Health:
-0 XXXX
-1 XX
-2 XX
-4 X
Incapacitated: X


Experience
0

Background/Personality
The Chosen of Battles now known as Crimson Path was born with the name Fo in a city that bordered the south and east where his Djala mother was a slave and concubine to the Outcaste dragon-blood, also his father, who ruled it. Despite his heritage, Fo's life was made no easier as his father wanted no part of the half-breed child and denied any connection to him, instead keeping Fo as a household servant. Fo proved to be a troublesome servant early on as he was spirited, hard-headed, and most of all very good with any weapon that he could get his hands on, which was anything he could get his hands on, as his master quickly discovered when he was very nearly murdered in his sleep the enraged Fo after the young half-breeds mother returned bloody and bruised from a night of indulging his cruel and perverse desires.

Rather than have Fo killed or otherwise punished, the dynast recognized the value of a brave, if somewhat willful, servant and did something entirely unexpected. He offered Fo a deal: he would train Fo to serve as his assistant and bodyguard, and in exchange Fo's mother would never again be the target of his lusts, but if Fo ever tried to flee or kill him again, she would be slain without hesitation. Fo accepted, and before long he learned what the real punishment was for his actions: the fighting arts and wilderness survival skills that his Exalted 'father' taught him would be employed to assist in hunting down and enslaving others, and Fo had no choice but to obey.

After many years of service, Fo began to slowly earn the trust of his master and with that trust came more freedom. By now, Fo had become a warrior of incomparable skill by mortal standards and a masterful hunter besides, killing or enslaving countless unfortunates and even doing battle with gods and other dangerous creatures at his fathers side. Over time both Dragon-Blood and slave came to have some affection for eachother, and Fo might well have spent the rest of his life in this pursuit if not for the sudden and unexpected (to him anyway) Exaltation that came upon him one day after returning from a week-long hunt with his father to find that in their absence, a slave uprising had occurred, and Fo was forced to choose: Fight with the city's forces and help quell the uprising, or forfeit his mothers life.

Fo's conscience won out that day, and thanks to his very auspiciously-timed Exaltation, Fo fought and this time defeated his father, leaving the cruel outcaste injured and near death, but alive. He had every intention of leading the surviving slaves in finally fighting back against their captors, but it was then that that he realized, much to his everlasting annoyance, that the slaves must lose this fight and remain slaves, for the good of all Creation, and with assistance from fellow Sidereal Sweet Poison Lin, completed his first assignment: killing the leaders of the uprising in a way that made them appear to be the sole architects of rebellion, and thus sparing most of the rest.

Fo soon was formally inducted into the Five-Score Fellowship and joined with the Bronze Faction at the urging of Lin, but it wasn't long before his dissatisfaction with the factions dedication to maintaining a rapidly-failing status quo soured him on their ideology and led him to vocally opposed the factions plans. His membership ended after he found himsrlf in a bloody duel with another faction member (in his defense, the other guy started it), and since he had never been fond of the Gold faction's scheming either, he found himself with no faction to call home. That suited him just fine, as he was more concerned with his own agenda, one that put the well-being of creation first, and began with ending the widespread slavery that had become the backbone of the worlds most powerful societies.

Personality: Crimson Path is a revolutionary, preferring to solve most problems and effect change in the most direct way possible, which is often at odds with his duties as a functionary of the Bureau of Destiny. More than once he has been punished for flat-out refusing an assignment he finds morally repugnant - exploiting the weak for the benefit of the strong is not something he does if he can avoid it - and as such, he has had a difficult time gaining much influence or respect, and is currently working at a reduced salary as punishment for a recent transgression. When not on assignment, Fo spends his time carefully guiding the hidden Djala enclaves in the south toward martial readiness, preparing them for the day that he knows will come when they'll need to fight en masse to remain free or die trying.

In combat, Fo is a versatile and unpredictable opponent who prefers to strike from surprise and use various poisons to debilitate stronger opponents, then wear them down by attrition and committing completely to the conflict until the bitter end. Despite his reputation for hot-headedness, he rarely goes into any conflict without a plan, and more than a few bureaucratic rivals and opponents have discovered that picking a fight of any kind with him will only end in one of two ways - with his utter defeat and destruction, or theirs.
« Last Edit: August 12, 2015, 11:23:28 PM by eternaldarkness »

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Re: GM for Sidereal-focused Exalted game
« Reply #101 on: August 06, 2015, 04:40:09 AM »

Offline Riveda

Re: GM for Sidereal-focused Exalted game
« Reply #102 on: August 06, 2015, 05:38:47 AM »
I haven't looked over the stats yet.

The Chosen of Battles now known as Crimson Path
Can we call him "Crimson Path Fo" instead? Just "Crimson Path" is not a moniker the elder Chosen of Battles would let him get away with.

…the sudden and unexpected (to him anyway) Exaltation that came upon him one day after returning from a week-long hunt with his father to find that in their absence, a slave uprising had occurred, and Fo was forced to choose: Fight with the city's forces and help quell the uprising, or forfeit his mothers life.

Fo's conscience won out that day, and thanks to his very auspiciously-timed Exaltation, Fo fought and this time defeated his father, leaving the cruel outcaste injured and near death, but alive. He had every intention of leading the surviving slaves in finally fighting back against their captors, but it was then that that he was approached by the Chosen of Serenity who is still his friend to this day - Sweet Poison Lin - that explained to him how the slaves must lose this fight and remain slaves, for the good of all Creation and helped him complete his first assignment: killing the leaders of the uprising in a way that made them appear to be the sole architects of rebellion, and thus sparing most of the rest.
The way I construe the Sidereal Exaltation, he would have had that realization himself—you get to come up with the rationale for how and why. He would have Exalted in the process of carrying out his decision, and probably run into Sweet Poison Lin carrying out the same mission.

His membership ended after he hurried another Chosen along to his next incarnation at the end of a bloody duel
Sids don't fight Sids. Well, hardly damn ever. Killing one, even in a duel that wasn't intended to be to the death, would make him too much of a pariah to be playable, and might in fact get him "hurried along to his next incarnation" himself. Just fighting a bloody, mutually-agreed-upon duel with another Sidereal would be enough to get both of them censured.
« Last Edit: August 06, 2015, 05:45:11 AM by Riveda »

Offline Marie Reynolds

Re: GM for Sidereal-focused Exalted game
« Reply #103 on: August 07, 2015, 08:02:40 AM »
Sorry I have fell quiet here was catching up in other areas when work was not getting in the way.So i hope i can still have a  slot in the game.

Offline Riveda

Re: GM for Sidereal-focused Exalted game
« Reply #104 on: August 07, 2015, 10:56:34 AM »
I've got six players; even in pbp, I don't know that I could handle any more, and even if two drop out, four would still be enough to continue the game. So…I think recruitment is closed.

EDIT: which begs the question, in which board should we play?

Offline AndyZ

Re: GM for Sidereal-focused Exalted game
« Reply #105 on: August 07, 2015, 11:02:27 AM »
Marie can have my spot. I'm blank on good Sid ideas

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Re: GM for Sidereal-focused Exalted game
« Reply #106 on: August 07, 2015, 11:09:57 AM »
  Well, personaly in favor of NC Exotic, but whatever works for everyone.  :) 

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Re: GM for Sidereal-focused Exalted game
« Reply #107 on: August 07, 2015, 10:42:14 PM »
Well, in the text chat for the game, everyone's speaking in favor of NC Exotic or Extreme. 

IF anyone can't handle that, please chime in so we know! 

Offline Riveda

Re: GM for Sidereal-focused Exalted game
« Reply #108 on: August 09, 2015, 07:11:47 AM »
Just a note on post rates…

My expectation (and I should have made this clear a lot sooner) is a minimum average of one solid IC post per character per day from all players. Some days you'll probably miss, others you'll post twice—it should all even out in the long term to a minimum of one per day.

Obviously if you're sick, if your granddad died and you can't be arsed due to grief, etc., I'm going to cut you some slack. But if you drop below 1/week we will have to make an arrangement, at the very least.

I'm thinking about tying XP to post rate. If I do, there will still be a minimum award of 1 XP/week if you post IC at all, and the maximum award will be twice the minimum awarded that week, to keep people from flooding just to gain XP. Not that I think any of you would try to game the system like that—and if you did I'd kick your ass out of the game after a warning or two.

Thoughts?

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Re: GM for Sidereal-focused Exalted game
« Reply #109 on: August 09, 2015, 09:42:38 AM »
 I ran an exalted game for 3 years.  About 2 yeaers in I had to bump everyone up to the EXP award of the most experienced character on account of the EXTREME imballance. 

  Since then, whenever someone does really cool, either an epic stunt or an OOC neatness like bring a feast to the game, i anounce that that person has earened everyone an expereince point. 

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Re: GM for Sidereal-focused Exalted game
« Reply #110 on: August 09, 2015, 11:19:08 AM »
That's a solid idea - though, really, you should be asking yourself:

Is this Exalted?

If yes, then are you Exalted? 

If yes, then you are stunting.

Usually experience only gets awarded for 3-point stunts, and then you get 1xp.  But I'd be alright with that as an addenda rule.

Offline Riveda

Re: GM for Sidereal-focused Exalted game
« Reply #111 on: August 14, 2015, 01:33:34 PM »
Game cancelled for reasons. Or anyway, game returned to "seeking GM" state. My apologies for wasting your time. Again.

Offline eternaldarknessTopic starter

Re: GM for Sidereal-focused Exalted game
« Reply #112 on: August 14, 2015, 02:52:05 PM »
I've decided to just run this myself. Recruitment thread will be up as soon as I get off work.

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Re: GM for Sidereal-focused Exalted game
« Reply #113 on: August 14, 2015, 02:53:02 PM »
So what changed, if I may ask?