Sidereal Jumpstart 2.1
Sidereal Jumpstart 2.1
Jumpstart
Release 2021
Portions of the materials are the copyrights and trademarks of Paradox Interactive AB, and are used
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This material is not official World of Darkness material, and is also not official Exalted material.
Introduction
Occulted by the Broken Mask though they are, Sidereals are knowable, their powers
catalogable. This jumpstart provides divine guidance on the use of Maiden-granted miracles, as either
player characters or NPCs, for your Exalted chronicle.
This is not a complete game. To play the wonderful pastime that is Exalted, you will need the
core book, now in its third edition.
As of this writing, the Sidereal splatbook has yet to be released so this work is intended as a
temporary measure until such time, and makes no pretense at being canon. Please keep the source of
those discontinuities in mind when reading this from the future.
This tome contains meta-mechanics for Sidereals, such as their Astrology as well as character
creation, then continues to provide the beginning of a Sidereal Charmset. As a mere jumpstart, do not
consider the Charmset complete, as there are only a fraction of the Charms a third edition Charmset
requires.
For lore regarding the Yu-Shan and its inhabitants, see The Sidereals, Manual of Exalted Power
Sidereals, Games of Divinity, The Books of Sorcery, Vol. 4: Roll of Glorious Divinity, Vol. 1, The
Compass of Celestial Directions, Volume III: Yu-Shan, and Glories of the Most High The Maidens of
Destiny .
Table of Contents
• Astrology
• Paradox
• Castes
• The Sidereal Excellency
• Charms
• Character Creation, Traits, and Character Advancement
• Charms for Going Places (Journeys)
◦ Resistance
◦ Ride
◦ Sail
◦ Survival
◦ Thrown
• Charms for Charming Society (Serenity)
◦ Craft
◦ Dodge
◦ Linguistics
◦ Performance
◦ Socialize
• Charms for Fated Victory (Battles)
◦ Archery
◦ Athletics
◦ Melee
◦ Presence
◦ War
• Charms for [REDACTED] (Secrets)
◦ Investigation
◦ Larceny
◦ Lore
◦ Occult
◦ Stealth
• Charms for Tidy Cadavers (Endings)
◦ Awareness
◦ Brawl
◦ Bureaucracy
◦ Integrity
◦ Medicine
Astrology
These five systems are collectively known as Sidereal Astrology:
Student and elder sutras, which grant true mastery of the Martial Arts.
Resplendent Destinies, which allow Sidereals to don fabricated fates.
Star Charts, which plot a course or pose a warning for those who hold them.
Ascendant Weavings, mixing Sidereal magic with sorcerous motes.
Fate Tinctures, bottling an end to what ails you.
Resplendent Destinies
The ultimate escape from one's own troubles is to walk the world in another's shoes. Crafting a
Resplendent Destiny is a basic project, takes a few hours to complete, and only uses the materials
needed to craft a disguise. Roll [Intelligence+Craft (Artifacts)] with a specialty of Fate to determine
the successes the Sidereal may spend below. A Sidereal may have [Essence] Resplendent Destinies
available to don at once. Unlike normal basic projects, the Sidereal gains craft xp not for generating
the Resplendent Destiny, but when she uses it to meet a craft-xp granting criteria (Exalted p. 240). The
below success allocation table can increase the potency of the Resplendent Destiny, though so long as
she does not botch she creates a disguise woven into the Loom of Fate.
1 success: 1 duration point. Each duration point adds 1 additional year of validity before
dissolution. Resplendent Destinies with no duration points allocated end at the next dawn, when the
stars retreat from the sky.
1 success: 1 Merit point. Each Merit point grants 1 dot that the Resplendent Destiny can spend
on any of the following Merits: Allies, Backing, Command, Contacts, Cult, Familiar, Followers,
Influence, Mentor, Resources, Retainers, Sobriquet, or (the impression of being) Well Bred. The
people involved simply fabricate memories that produce the given relationship when the Resplendent
Destiny is worn around them.
Star Charts
To create a Star Chart, the Sidereal spends several hours creating a symbolic chart that ties a
target's fate to a set destination, she then gifts, plants, or simply hands that chart to the target. She rolls
Appearance+[Ride or Sail] with a penalty of the target's Essence to determine how many successes she
has to spend. Star Charts that net zero successes have no Effect. Star Charts that Botch grant the
storyteller a number of successes to spend equal to the 1's rolled to craft as she pleases; meanwhile the
Sidereal thinks her Star Chart does whatever she intended it to do. The Start Chart only has power over
the subject while it is in the subject's possession, a secret that Sidereals closely guard, and only while
she is aboard a vessel if Sail was used, and only while afoot or atop a mount if she used Ride. A
Sidereal may have [Essence] Star Charts active at once, and may target herself with a Star Chart. A
single being may be affected by multiple Star Charts, from the same or different Sidereals. These
destinies curse or bless their target until either they arrive at a set destination, or the duration is
exceeded. The target understands where the location is and how to travel there when she looks upon
the chart, though she may or may not choose to pursue that path; further, she knows whether the effect
is a blessing or a curse, though no specifics are obvious about what exactly the blessing or curse entails
(more information, such as the Triggers, Duration, or Effect, can be gained with an
Intelligence+Investigation roll, typically at a difficulty of the Sidereal's Essence). By default, a single
Star Chart only affects a single being, though there are Ride and Sail Charms that expand this
restriction.
Trigger
The Effect of a Star Chart springs forth when a trigger condition is met. Even if the trigger
conditions are met multiple times in a scene, the effect can only apply at most once in a scene.
Example triggers include:
When the character meets a person with red hair.
When their feet leave the ground.
When they see a rainbow.
When they submerse themselves in water.
When the target is cold.
When the target is crashed.
When the target clashes his opponent.
When the target resists disease.
When the target thinks they're winning.
When the target closes their eyes.
When the target whistles a specific song.
When the target says a certain phrase.
When the target eats rice.
When the target follows one of the Five Diligent Practices.
When the target is in the presence of their full Hearth.
When the target interacts with an Anathema.
When the target interacts with a Dragon-Blooded.
When the target interacts with a terrestrial god.
When the target interacts with an elemental.
When in the presence of all the Scarlet Empress' true and living daughters.
Each success may be spent in the following way on triggers:
0 successes - Three conditions must be met in the same scene.
1 success - Two conditions must be met in the same scene.
2 successes - A single condition must be met.
3 successes - The effect triggers the first time in a scene the [Ability] is rolled, regardless of
circumstance.
Duration
Successes may be spent in the following way on Duration:
1 success: 1 duration point. Each duration point adds 1 additional year of validity before
dissolution. Chart Destinies with no duration points allocated end at the next dawn, when the stars
retreat from the sky.
Destination
Successes may be spent in the following way on Destination:
0 successes: The destination must be within a day's journey for the target. A wind spirit could
have destination a hundred miles away, while an infirm mortal's day-long journey may simply be the
other side of the city.
1 success: The destination must be within a week's journey for the target. A capable rider could
cross three major cities along the plains, while a river-rat pushing a small vessel with a stick may be
restricted to a few dozen miles upriver or a hundred downriver.
2 successes: The destination must be within a month's journey for the target. A Dynast could
conceivably be directed from any point on the Blessed Isle to any other, while a sorcerer who knows
Cloud Skiff might journey anywhere in the Threshold.
3 successes: The destination must be within a year's journey for the target. A tribesman on foot
may journey along the great trade roads from the Lap to Khirighast, while an airship captain might
journey anywhere in Creation.
4 successes: The destination must be within a lifetime's journey for the target. Almost all
destinations within the same plane of existence are valid for most travelers.
5 successes: The destination could be anywhere - even other planes of existence that the target
may have no natural means with which to arrive.
Effect
Finally, select the Effect that occurs when the trigger is met. Only one Effect is possible per destiny,
but successes may be spent to broaden its scope to multiple Abilities. Each success may be spent in the
following way on Effect:
0 successes - Select 1 Ability to which the Star Chart applies.
x successes - 1+x Abilities may be selected
Ascending Destinies:
Artless Prodigy Blessing: -1 to the target number of a roll in [Ability]. +1 success if the “roll”
is an application of a static value.
Blissful Idiot Blessing: -1 to the difficulty of a roll in [Ability]. +1 success on an opposed roll.
Hound-Chases-Rabbit Blessing: The target regains one temporary Willpower for succeeding
on an [Ability] roll related to arriving at the destined destination. Static values do not count for the
purposes of Hound-Chases-Rabbit Blessing, even if they are derived from [Ability].
Fortified Spirit Blessing: A nearby spirit will bless the target with its Benefaction (Roll of
Glorious Divinity I: 144). This is typically some benefit to [Ability] while within the spirit's domain,
such as '+1 die to Archery while in the shade of an apple tree' that lasts for a scene.
Descending Destinies:
Sloped-Floor Curse: +1 to the target number of a roll in [Ability]. -1 success if the “roll” is an
application of a static value.
Ruin Without Failure Curse: +1 to the difficulty of a roll in [Ability]. -1 success on an
opposed roll.
Heart-Piercing Curse: Any failure on [Ability] roll related to avoiding the destined destination
causes the target to lose a point of Willpower. Static values do not count for the purposes of Heart-
Piercing Curse, even if they are derived from [Ability].
Name-Destroying Curse: A nearby spirit will curse the target with its Malediction (Roll of
Glorious Divinity I: 165). This it typically some penalty to [Ability] while within the spirit's domain,
such as '-1 to Integrity while in the same room as your mother' that lasts for a scene.
Ascendant Weavings
In addition to any Shaping Rituals she knows from her sorcerous initiation(s), Sidereals refresh
a pool of [Essence] sorcerous motes at the beginning of each scene. Double this pool if the scene takes
place in Creation. Reality is ready to bend to the Sidereal's sorcerous will.
Once per story, the Sidereal may waive the experience required to perform an Ambition 1
working (of any Circle, typically 2xp) within Creation. She asks that the pattern spiders change the
weave, and they faithfully serve.
Fate Tinctures
With a few hours of effort, the Sidereal can distill a destiny into a Fate Tincture by rolling
[Manipulation+Medicine] while ritually and repeatedly passing their hand over a container filled with
mundane water. The tincture must end something permanently, such as the drinker's disease, or their
baldness, their old age or their life. When imbibed, the altered water produces the new fated effect
upon the imbiber, discarding the thing they used to have, never to return. The Sidereal can have
[Essence] such tinctures prepared, and each tincture only holds a single dose, but Charms exist to
expand these restrictions. Drinking a tincture or helping someone else do so is typically a
miscellaneous action in combat.
Difficulty 1 Examples
End Poison (Antidote): Reduce the duration of any ongoing poisons to 0. The imbiber gains
immunity to the poisons ended.
End Disease (Cure-all): Automatic and complete success of ending any disease weaker than the
Great Contagion, physical or mental. They can never suffer that affliction again, gaining complete
immunity to it for the rest of their life.
End Cosmetic Feature (Morph Tincture): A physical change occurs in the imbiber. The imbiber
could change their hair color, or their height. They could get a new nose, or change the color of their
skin. Effects are irreversible; what is lost cannot be regained by imbibing another morph tincture.
End Sleep (Smelling Salts): The imbiber wakes up, even from magically-induced slumber.
However, they are never able to sleep again, and usually go mad in a few weeks.
End Hunger (Ration Tincture): The imbiber gain's a full day's nutrition. While he still needs to
eat to live (tomorrow), he never suffers hunger pangs again.
Difficulty 3 Examples
End Life (Instant Poison): The imbiber rolls [Stamina+Resistance] against a difficulty of the
Sidereal's [Essence+Medicine]. Threshold successes reduce the aggravated damage by 1 level each,
from a starting damage of 10. Poison resistances apply. Smells like death ([Perception+Awareness]
difficulty 1 to detect when not concealed).
End Consciousness (Tincture of Sleep): The imbiber falls asleep for [Sidereal's Essence] days.
They awake with general amnesia.
End Sorcery (Dispel Tincture): The imbiber drops all sorcerous effects that are specific to her
person, such as spells (wood dragon claw, mists of eventide) or workings. They become immune to
that type of sorcerous effect.
Difficulty 5 Examples
End Ignorance (Tincture of Knowledge): The imbiber learns what they most desire to know, as
if they succeeded on an Investigation roll on the topic. This is different than asking a question then
taking a sip to learn the answer. Most imbibers learn things as vain as their nature, such as if someone
else is romantically interested in them, the prices on the market tomorrow, or what others say about
them behind their backs. The religious-minded often learn the nature of their deity, or how to best
serve the object of their worship. Scholars learn truths about the world they have spent their research
pursuing, but are often so absorbed in a single field of study that they only learn deeper and deeper
answers on the same topic with repeated doses. The selfless Sidereal who cares most about saving
Creation learns of a thousand dooms, and how they might avert each.
End Day (Tincture of Time-Skip): The imbiber ceases to exist for the rest of the day - they
reappear at midnight in the same location, which fate ensures is clear for their re-entry. The Sidereal
does not subjectively experience the intervening time.
End Visitation (Tincture of Recall): Drinking this tincture instantly transports the imbiber to the
most auspicious locale in Yu-Shan. God and elementals appear in their heavenly sanctums, or if they
lack such a dwelling, the sanctum of the first superior in their hierarchy who has one. Sidereals usually
appear at their Caste's Division headquarters (such as the Forbidding Manse of Ivy for Secrets Castes).
Solars typically appear in the Salient of the Unconquered Sun, or the Circus Radiant. Lunars appear
somewhere on the grounds of the Auberge and the Forest of Endless Prey. Dragon-Blooded and
mortals typically appear in some corner of the city with no name or special status, unless they are a
Sidereal's Acquaintance, whereby they then appear at that Sidereal's Yu-Shan residence. God-blooded
appear in a location befitting their supernatural heritage, except for ghost-blooded who appear in the
Charnel Yards.
Paradox
Unlike the glowing Solars who caught the Primodials' ire, Sidereals do not suffer Limit Breaks
or have a Limit track. The great unknowable beings that Sidereals regularly irk are their bosses, who
are still active in Yu-Shan to this day. Oversight regularly cites increases in 'Paradox', but the The Five
Score Fellowship calls it 'disturbing the Hive Mind' when they think they cannot be overheard.
The degrees of freedom in Creation's future constantly branching before the planners of destiny
are calculable, but only just. Adding in disturbances from the Wyld, the Underworld, Malfeas, and
Heaven's own Sidereal agents wielding Fate-altering powers pushes the possibilities into the ineffably
infinite. To attempt to maintain causality, the powers that be exert periodic control over said agents
when they deviate from the plan.
Many signposts along the path to correction are present for the Sidereal to heed (or ignore). The
Bureau heads use these nudges to mentor Sidereals into a harmonious, authority-friendly path (and
sometimes take advantage of their leverage to pursue personal goals).
Gaining Paradox
Contravening Destiny: With knowledge comes responsibility. Most actors in Creation's weave have
no idea what is planned for them, but the Sidereal who taps their powers or read their briefings views
the destined course of events before they happen. To knowingly alter the planned flow of events in
Creation produces a point of Paradox. Entities from outside fate can typically be acted against with no
risk of censure.
Unwarranted Godly Assault: Sidereals are trusted with effects that are often more potent against
spirit-kind. At the discretion of Oversight, if the Sidereal abuses these powers against any member of
the Celestial Order or Terrestrial Bureaucracy, no matter how high or low, she gains a point of Paradox.
Failing Formal Audits: Each Sidereal's performance is periodically reviewed by the head of her
Bureau, as fits the Bureau head's schedule and temperament. They may, at their discretion, pass or fail
the Sidereal. The results finds its way to Oversight, who assigns a point of Paradox when audits
labeled as a failure cross their desk.
There is no upper limit to the amount of Paradox a Sidereal can accrue, though see 'Resolving Paradox'
for triggers at each increment of 10.
Losing Paradox
Correcting Perturbations of Destiny: With knowledge comes opportunity. Discovering an actor who
knowingly or unknowingly plans to alter Creation's destiny, and thwarting those plans, erases a point of
Paradox. Entities from outside fate are common causes of fate perturbations.
Defending the King of Heaven's Realm: Yu-Shan is a place of leisure and entertainment. Yet,
foreign agents as diverse as the Fair Folk and the defeated Yozi, the Neverborn and forces stranger still,
plot to seize the Heavenly city and the prize of the Games of Divinity at its center. Discovering and
averting one these dangers erases a point of Paradox.
Passing Formal Audits: Each Sidereal's performance is periodically reviewed by the head of her
Bureau, as fits the Bureau head's schedule and temperament. They may, at their discretion, pass or fail
the Sidereal. The results finds its way to Oversight, who clears the ledger of a point of Paradox when
audits labeled as a pass cross their desk.
Resolving Paradox
Once the Sidereal reaches 10 or higher Paradox, she loses her autonomy in a specific way.
Often, the planners of fate have a poetic course of action in mind that counters the personal beliefs or
connections that led the Sidereal to behave in discord with fate (it is rumored that the break between
Chejop Kejak and his prized student and once-lover Ayesha Ura is one such occurrence, though whose
Paradox precipitated the event is a matter of considerable inebriated debate).
The Sidereal experiences one of the following to resolve her Paradox:
• The complete dissolution of one Intimacy. If that Intimacy was her last Defining
Intimacy, another Major Intimacy is strengthened to Defining in its place.
• The creation of an Intimacy at the Defining level.
• The result of a Persuade action at the level of a Life-Changing Task, against which the
Sidereal cannot defend or use a Decision Point. She gains twice the normal bonus (+6
Resolve instead of +3) when defending against abandoning or disregarding this
directive.
Once this change has been made, the Sidereal's Paradox is reduced by 10. Oversight does not forget
offenses simply due to their abundance.
Chosen of Journeys that keep a nation's beloved son homebound instead of marching to war will take
him under her wing and teach him the ways of the sword (such that he is deaf to pleas of restraint when
the next conflict rages). Chosen of Serenity who allow their jealousy to keep fated lovers apart find
themselves at the center of a polyamorous relationship including them both. Chosen of Battles who
favor one side of the battlefield unduly find their attachment to the victors broken. Chosen of Secrets
who let slip classified information to an unauthorized source make it their life's mission to recruit that
source into the Manse of Ivy - never to leave again. Chosen of Endings who spare a flower from the
ravages of winter for its beauty develop a deep hatred of that species, often leading to its extinction.
Castes
The differences in Sidereal Castes emanate from the the nature of the Maiden who chose their
thread to empower with Exaltation. Each has a domain of fate, in which her Chosen excel.
Serenity Caste
Caste Abilities: Craft, Dodge, Linguistics, Performance, and Socialize
Infectious in her moods, the Chosen of Venus may infuse her Inspire rolls with the mood de
jure, having their target number lowered by 1 for the remainder of the scene for 5 motes. This ability is
free at bonfire.
While the above ability is active, the Sidereal may spend 1wp to empower another soul within
Long range. Their current mood is expressed as an Inspire roll with the Sidereal's dice pool, yet her
target is the source of the social influence for all intents and purposes.
A Serenity Caste reduces her target number by 1 when she crafts a Resplendent Destiny.
Battles Caste
Caste Abilities: Archery, Athletics, Melee, Presence, and War
Adept in capitalizing on any advantage, a Chosen of Mars' damage rolls (both withering and
decisive) may have their target number lowered by 1 for the remainder of the scene by spending 5
motes. This ability is free at bonfire.
While the above ability is active, the Sidereal may spend 1wp to empower another soul with the
same effect for 1 tick so long as they are within Long range.
A step ahead of their peers in the formal application of violence, Battles Castes gain
[Essence+1] Sutra points instead of [Essence] Sutra points to empower their martial arts.
Secrets Caste
Caste Abilities: Investigation, Larceny, Lore, Occult, and Stealth
Betraying none of what she knows, for 5 motes all of the Chosen of Jupiter's Guile checks gain
a +1 non-Charm bonus, she reduces penalties to her Guile by [Essence], and she treats any Resolve
bonus gained toward keeping a secret as one level higher (Defining gives +5) for the remainder of the
scene. This ability is free at bonfire.
While the above ability is active, the Sidereal may spend 1wp to empower another soul with the
same effect for 1 tick so long as they are within Long range.
Secrets Castes gain [Essence+1] sorcerous motes instead of [Essence] for their Ascendant
Weavings ritual. [Essence*2+2] in Creation. She may waive the experience cost of either an Ambition
1 or Ambition 2 working once per story, or half the experience cost of an Ambition 3 working (instead
of being limited to Ambition 1).
Endings Caste
Caste Abilities: Awareness, Bureaucracy, Integrity, Brawl, and Medicine
Giving of life and death both, any patient under the Chosen of Saturn's care have the target
number of their rolls versus poison and disease altered by 1 for the remainder of the scene when the
Sidereal spends 5 motes. The Sidereal chooses which way the target number is shifted. This nudge of
Fate has no outward manifestation - and can be counter to her observed efforts. Wards of her Defend
Other action may have damage rolls altered by the same magnitude (both withering and decisive). This
ability is free at bonfire.
While the above ability is active, the Sidereal may administer self-care (or self-sabotage) for
1wp, lasting 1 tick and affecting poison, disease, withering, and decisive damage.
Endings Castes reduce their target number by 1 when they create a Fate Tincture.
The Sidereal Excellency
There is only one pure expression of Sidereal skill, and that is the ability to bend causality to
their preferred course. Curiously, she may perform this miracle even outside the Loom's sphere of
influence, giving heavenly philosophers cause to conjecture that the Five-Score Fellowship could
construct a shared causality after some catastrophic event claimed the Maidens' and Autochthon's
masterpiece.
Essence Auspicious
The Sidereal may spend 1m to add 1 die to her die pool, up to (Essence) dice. She may increase
her static values by 1 for 2m, up to (Essence) times (with the exception of soak, which costs 1m per 1
soak). There is only one Sidereal Excellency; it applies to all rolls or static values, regardless of the
stats used to calculate the roll or static value (Attributes, Abilities, Essence, Willpower, Initiative, etc.).
If the Excellency is being used to enhance a dice roll, it is considered supplemental. If it is being used
in a defense, it is considered reflexive.
Unlike most other Charms, the Sidereal Excellency does not obey the normal timing rules of
Charm declaration. A Sidereal may raise her defense once she knows the successes of her attacker's
strike. She may modify her attack with the knowledge of her opponent's enhanced defenses. She may
increase her Awareness roll after she fails to notice anything. She may add raw damage after she knows
her withering strike is a success (but not post-soak damage). She may add to her Initiative raw damage
after she knows her decisive strike landed, or after she sees the results of her damage or gambit roll.
When post-roll modifying a dice pool, simply roll the new dice and add the resulting successes to the
original result. There is only one 'window' to do so; an Essence 3 Sidereal may roll 3 extra dice, but
may not roll 1, see the result, then roll 2 more.
Should two effects have this 'post-roll' timing, have each player roll a d10 where the player with
the higher result choose whether they are declaring first or second. This timing roll is the only
exception to the Sidereal Excellency applicability and post-roll timing, to prevent infinite recursion.
Charms
Charm Limits
The Sidereal's Charm dice cap is very low, and it applies to their dice added by any Charm or
combination of Charms. (Essence) dice, or static values increased by up to (Essence) can be easily
exceeded by many martial arts Charms in particular. What the Sidereals lack in raw power they make
up for in effortless or calculated deployment. Most native Sidereal Charms deal in non-Charm bonuses
and target number reduction.
Target Number
The target number is the lowest number on the die which counts as a success. Typically this
target number is 7, though Sidereals have many effects that lower, and some that raise, this number.
Various points of the text include instructions on how to handle target number reduction when
the target number is already 1 (that is, all dice are successes). In general, when this happens, lower the
double number by 1. When the double number is already 1, lower the triple number by 1 (if no such
triple number exists, the first such lowering sets it to 10). Should the circumstance somehow arise,
quad numbers, pent numbers, hex numbers, sept numbers, and so on can be created and lowered.
Step 3: Abilities
Sidereals use the Caste Abilities described in Castes above. They do not have the flexibility of
Solars to bend their Caste Ability barriers. They do not have Supernal Abilities. All Sidereals consider
Martial Arts a Favored Ability for free, resulting in 11 starting combined Caste/Favored abilities instead
of 10.
Step 4: Merits
All Sidereals gain the Martial Artist Merit for free. Sidereals have altered and expanded Merits.
See the Traits section below.
Traits
The following new or altered traits differ from their presentation in Exalted Third Edition:
New Merits
Acquaintance (Purchased 1 dot): Through familiarity or godly fiat, someone remembers the
Sidereal beyond the usual suspects. This person may be a simple farmer in the Hundred Kingdoms, an
influential merchant in the Guild, an astute Dragon-Blooded Dynast, or a simple sailor who has shared
a port with the Sidereal on occasion. Regardless, they are spared the effects of Arcane Fate (see
Manual of Exalted Power: Sidereals page 119).
Savant (Purchased, 3 or 5 dots): Techniques of First Age magical insight into all trades and
creative endeavors endure in the annals of Yu-Shan. Anyone in the Heavenly City willing to devote
themselves to this vast body of knowledge can increase their ability to create and repair beyond the
boundaries of individual endeavor, instead standing on the shoulders of intellectual giants. At three
dots, increase the limit of a character’s Craft Abilities to 8. At five dots, increase the limit to 10.
Buying this Merit does not grant any Craft dots, it simply sets the foundation upon which they might
purchase new heights of Craft.
A 'realized Savant' has a Craft rating of 6 or higher. Consulting with these geniuses of the forge
typically grants 3 dice to crafters of lesser skill (or 'unrealized Savants') of the same Craft Ability when
they roll to finish a craft project.
Existing Merits
Resources: All Sidereals are granted a salary for their service, but it is against heavenly law to
use that money in Creation, as the sums that provide a decent life in a city of wonders are potentially
destabilizing in more restricted layers of reality. Players and storytellers should establish in session 0
what their heavenly salary consists of (or is being garnished to atone for debts), and how any Resources
Merits are separate from and thus not subject to the restrictions of Sidereal salaries. Further, under the
veil of Arcane Fate, it is difficult to run a business in Creation. Customers forget how to contact you
with orders, and forget to pay their debts. Employees forget to show up for their duties, and so on.
Mentor: The Five-Score Fellowship have a formal arrangement of mentorship in tutelage of
the Martial Arts, their most potent means of defense and aggression. Whether or not your character is
interested in esoteric fighting styles, an elder peer of yours has been assigned to either instruct you in
the styles they know, or arrange for the instruction of styles they do not know. Known as 'sifu', these
masters expect their students to be obedient to them or their arranged-for master after they ask for
instruction, for the duration of that instruction, before becoming peers once again when the student has
learned all they require or masters the requested style. As such, all Sidereals gain a one-dot Mentor for
free. Most sifu are influential and knowledgeable enough to merit higher dots of Mentor and such
increases may be purchased; the dot designation in this case is how much of that sifu's expertise they
will make the time to teach you.
Contacts/Backing/Command/Influence/etc.: Due to the limiting nature of Arcane Fate, these
Merits are typically associated with a Resplendent Destiny, and will fade in a few short years, requiring
the Sidereal to craft a persona that has them again.
Character Advancement
Sidereals use the Solar character advancement table (found on pages 177-179 of Exalted).
Expression bonuses are unchanged from Exalted Third Edition.
Role bonuses include the 'spotlight' option as well as embodying their Maiden's ethos during
play.
Charms for Going Places
(Journeys)
Resistance
Ox-Body Technique
Cost: -
Minimums: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable, Decisive-Only
Duration: Permanent
Prerequisite Charms: None
Ox-Body Technique allows the Sidereal to achieve Exalted durability; when purchased, she
permanently gains a -0 health level. Further, the first time she is struck with a decisive attack in a
scene, she raises the target number of her opponent by 1 (usually from 7 to 8) while she has Stamina 1-
3. At Stamina 4+, she instead raises the target number of her opponent by 2 (usually from 7 to 9).
Repurchasing Ox-Body Technique grants an additional -0 health level. In addition, with two
purchases, the first two decisive attacks against her in a scene have their target numbers altered. With
three purchases, the first three such attacks, and so on. Ox-Body Technique can be purchased a total of
[Resistance] times.
Elder Sidereals can become laissez-faire about violent confrontations. Some have been known
to consider a sparring match akin to a conversation with a different vocabulary, no matter how sharp
the knives, until a certain number of decisive attacks have been attempted. Then it's a fight.
Legal Legion
Cost: - (+1m or +[5*Size]m)
Minimums: Resistance 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Either Water and Fire Treaty or Moon and Stars Truce
For an additional mote, the Sidereal can cause the signet/symbol/Castemark that appears when
she activates Water and Fire Treaty, Moon and Stars Truce, or Law Binds the King of Heaven to appear
on another character within line of sight in addition to herself. The signet/symbol/Castemark grants all
the same protections to herself and her associate. The target need not consent, though Legal Legion's
effect can still be counteracted by Charms such as Destiny-Manifesting Method. The Sidereal can
shield [Essence] additional targets, paying 1m each.
The Sidereal can bless battlegroups with Legal Legion; in those cases increase the additional
cost of the Charm to [5*Size] of the target battlegroup.
Dubious Protection
Cost: -
Minimums: Resistance 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Legal Legion
When activating Legal Legion, the Sidereal can exempt herself from the effects of the Charm
that Legal Legion enhanced. She may do so to keep her cover, or simply because she would find it
inconvenient in her current circumstance to display a Solar Castemark (while realizing just how
convenient it is for her to have her target display one right that moment.)
Shield of Destiny
Cost: 5m, 1wp
Minimums: Resistance 3, Essence 2
Type: Reflexive
Keywords: Perilous, Fate, Decisive-Only
Duration: Instant
Prerequisite Charms: Someone Else's Destiny
Beings within fate should pause before striking a Chosen of the Maidens, for she may twist the
tapestry to reverse that strike upon her aggressor.
After the strike roll of a decisive attack against the Sidereal, she may activate Shield of Destiny.
If she does, she rolls [Manipulation+Resistance] at a penalty of her opponent's Essence. For every two
successes rolled, she negates one damage dealt to her, and inflicts one health level of damage to her
aggressor for each damage negated. She cannot negate more damage than the attacker rolled. The
damage retains its type (bashing, lethal, aggravated).
This Charm can only be activated once per scene. Shield of Destiny can be reset by performing
an Initiative Shift; the Sidereal regains the ability to tangle fates by achieving a combat feat tied to
trading places.
This Charm has no effect on beings outside of fate.
Ride
The Broken-in Saddle
Cost: 1m
Minimums: Ride 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal has ridden this mount before. Her knowledge grants her prowess of a Sidereal
nature while riding, lowering her target number on Ride-based rolls by 1 (usually from 7 to 6). If the
mount is also a familiar of the Sidereal's, lower the target number by an additional 1. The Broken-in
Saddle cannot be used on a mount the Sidereal has spent no scenes riding.
Sunset Road
Cost: 6m
Minimums: Ride 1, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: The Broken-in Saddle
Seeing the Daystar sail through the heavens, the Sidereal can siphon the excellence of The
Unconquered Sun into her own work, making a journey worthy of song instead of a simple chore. The
Sidereal turns the roll to create a Star Chart into an extended roll with difficulty of [previous rolls on
this Star Chart], and terminus of [Sidereal's Essence]. The Sidereal can stop and spend her cumulative
threshold successes at any roll.
She only need activate Sunset Road on the first roll to make a Star Chart, the other rolls are
created by that activation. She has until sunset to finish her work, and the interval between rolls can be
as quick as a miscellaneous action in combat. Every day is a new day, full of possibilities untangled by
the past, an exuberance that night's reminiscence binds and cages.
Yellow Path
Cost: 2m
Minimums: Ride 5, Essence 3
Type: Simple
Keywords: Fate
Duration: One Journey
Prerequisite Charms: The Meeting Made or Unmade
Destination in mind, a short prayer asks the Maiden of Journeys' advice. Roll Essence instead
of the normal prayer pool (which can be supplemented by the Sidereal Excellency).
One success, the Maiden reveals a path taking only three-quarters of the normal time to travel
that distance. Fortuitous roadways and good weather are usually enough to achieve this time discount.
Three successes, the Maiden reveals a path taking half the normal time. Impersonating a horse-
relay messenger, or employing the services of a hawkrider may be involved – arrangements one could
not expect with reasonable luck.
Five successes, the Maiden reveals a miraculous path shaving nine tenths of the normal travel
time off of the journey. Sneaking up upon a Solar and deliberately dematerializing into a Twilight
Anima effect, then coalescing at a place of power at Extreme Range from the ground could be called
for, but the vision revealed is almost certainly the fastest way from A to B. If the Sidereal does not
survive the journey, at least her corpse would be punctual.
So long as her motes remain committed, she will learn or any fated changes to her fortuitous
path as she walks it.
The seer, having seen the path, may choose not to walk it, though the Maiden of Journeys is
rumored to think less of any Madien's Chosen who does not embark after the Incarna has taken time
away from the Games of Divinity to give her advice.
Glory Path
Cost: 3m
Minimums: Ride 5, Essence 3
Type: Simple
Keywords: Destiny
Duration: Until the next Strategic Maneuver roll
Prerequisite Charms: Yellow Path
Troop movements, supply routes, and the beasts of burden that make them possible, can sway
the course of a war as much as orders shouted amidst bloody chaos. So long as the Sidereal enhances a
battlegroup at least one day before the battle they are to fight, they will be positioned auspiciously.
Lower the target number of the Strategic Maneuver roll by the commander of the next battle that
battlegroup joins by 1 (typically from 7 to 6). Unlike most Charms, this benefit can be passed along to
another - whoever rolls Strategic Maneuver may benefit.
Ruin Path
Cost: 2m
Minimums: Ride 5, Essence 4
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: Yellow Path
With a starting point and destination in mind, The Sidereal learns the worst possible path from A
to B. It could involve making camp near Fair Folk reavers, or through a swamp filled with diseased
mosquitoes, along a desert route with a dried-up well, or involve stopping at a city in the grip of a
plague. Even the mighty Exalted will face some life-threatening challenge on their journey.
The Sidereal could simply learn this knowledge about a journey she plans to undertake, so that
she might choose other roads. Or, she could inquire about a rival's travel plans, and saddle her with a
trip filled with hardship. Convincing her mark to travel the Ruin Path is left as an exercise for the
Sidereal.
Familiar Location
Cost: 15m, 1wp, 1bhlvl
Minimums: Ride 5, Essence 4
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Yellow Path
The Sidereal can swap places with her familiar. This effect has no restriction of distance, even
planes of existence. Nor is it limited to a single familiar - if the Sidereal has several, she may choose
which one to swap locations with. While not entirely solving the problem of needing to be in two
places at once, the Sidereal can instruct her familiar to begin traveling while she attends to a matter in
her current location, then swap with her familiar once the estimated time for travel is done (assuming
the familiar is not delayed) to deal with the remote concern, and simply swap back once that is
complete. In a sense, the Sidereal is always astride all of her familiars, wherever they travel.
God-Riding Technique
Cost: [Essence]*5 motes
Minimums: Ride 3, Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Broken-in Saddle
While the Sidereal rides a being that can demateralize (such as a god, demon, or elemental), she
can piggy-back on her mount's surrender of form and become demateralized as well. Free from
corporeal constraints, the Sidereal can move through obstacles, fly through the air, water, or ground,
and generally make great haste with little chance of being impeded. She sacrifices the ability to affect
the material world while the Charm is active, but can regain it by dropping the commitment, or her
mount dropping his commitment.
Like all dematerialize Charms, God-Riding Technique does not function in places where there is
only one layer of existence, such as Yu-Shan, the Underworld, and Malfeas.
Quintessence Trough
Cost: 1wp
Minimums: Ride 4, Essence 3
Type: Reflexive
Keywords: None
Duration: One tick
Prerequisite Charms: God-Riding Technique
The Sidereal may draw on her connection to her mount to power her own Charms. She can use
up to 5 motes from her mount's motepools powering a Charm or Charms in the instant she activates
Quintessence Trough. A mount without natural motepools may drink quintessence prior to the battle,
granting him 10 motes for the next scene as the magical liquid flows through his blood. Young
Sidereals have been known to pour a significant fraction of their salary into their mount's trough until
they find a godly mount to ride.
Sail
The Captain's Own Ship
Cost: 1m
Minimums: Sail 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal owns this old boat, knows every quirk the vessel has, even if she only swindled it
from a drunken former captain in a dice game early that morning. Her knowledge grants her prowess of
a Sidereal nature while sailing vessels she owns, lowering her target number by 1 (usually from 7 to 6).
The Captain's Own Ship cannot be used on a ship or other sail-worthy transport devise the Sidereal has
borrowed or stolen.
Serendipitous Voyage
Cost: 5m
Minimums: Sail 1, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: The Captain's Own Ship
When the Viziers must travel, destiny helps them along. The character may use this Charm at
any port. Within a day, the character 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.
Mirror-Shattering Method
Cost: 10m, 1wp
Minimums: Sail 2, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Captain's Own Ship
While the Sidereal is the captain of a ship, she is the ultimate authority over what transpires
upon her decks, and the pattern spiders agree. She may keep her ship, her crew, and her cargo free from
piratical onlookers. Any onlookers or remote scrying effect that would reveal the ship's location, cargo,
or occupants, instead notifies the Sidereal through Fate. She may substitute her own version of each
scried detail to the onlooker, so long as they maintain the category of detail sought by her onlooker
(cargo, crew, or vessel). A ship carrying a satrapy's tribute of Jade to the Imperial Vault appears like a
lowly cargo of bananas. The fugitive Solars sailing away from the Wyld Hunt appears like a crew of
unassuming Realm citizens. A Kireeki-class assault skyreme can appear as a kite.
The Sidereal can tailor the vision to specific onlookers, such that all do not see the same
disguise. Though, the hoodwinked can speak to each other about the event and if their perceptions are
inconsistent, the Sidereal can spur further investigation into her vessel. What the Sidereal cannot hide
is herself, though Arcane Fate or her own stealth can overcome this limitation.
Stars to Steer By
Cost: 6m
Minimums: Sail 1, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: The Captain's Own Ship
Seeing the uncountable stars in the sky, the Sidereal can chain them together into a person's own
constellation, making a journey of epic proportions instead of a simple jaunt across the pond. The
Sidereal turns the roll to create a Star Chart into an extended roll with difficulty of [previous rolls on
this Star Chart], and terminus of [Sidereal's Essence]. The Sidereal can stop and spend her cumulative
threshold successes at any roll.
She only need activate Stars to Steer By on the first roll to make a Star Chart, the other rolls are
created by that activation. She has until dawn to finish her work, and the interval between rolls can be
as quick as a miscellaneous action in combat. The stars appear anew each night reflecting the latest
weaving in the Loom of Fate, full of possibility that the dawn burns away.
Destination of Mind
Cost: 5m
Minimums: Sail 4, Essence 3
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Stars to Steer By
The Sidereal specifies a state of mind the target need reach to remove her blessing or curse.
When crafting a Star Chart, instead of the normal destination table, use the following:
0 successes: The mood or mindstate must be one the target has experienced in the prior day. Frustration
for a Realm bureaucrat, or pain for a Nexus gladiator.
1 success: The mood or mindstate must be one the target has experienced in the prior week. The
euphoria of a sudden windfall for a compulsive gambler, or the triumph of a test well-scored for a
student.
2 successes: The mood or mindstate must be one the target has experienced in the prior month. The
nostalgia of sailing into a captain's home port, or the homey feel of a festival meal.
3 successes: The mood or mindstate must be one the target has experienced in the prior year. The vanity
of celebrating one's day of birth, or the hopelessness regarding finding love again after losing a
treasured lover.
4 successes: The mood or mindstate must be one the target has experienced sometime in her life. The
profound confusion of birth, or the sudden enlightenment of achieving a circle of sorcery.
5 successes: The mood or mindstate can be any describable emotion. The target need not have
experienced it prior, or even be capable of experiencing it now or in the foreseeable future. The feel of
fresh blood running through veins long rotted away for a ghost, or the happiness that has evaded an
unfortunate in their short and brutish life so far.
Survival
A Thread Lost Or Found
Cost: 1m
Minimums: Survival 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
As a boat leaves a wake when gliding across the water, so do beings in Creation leave a
disturbance within fate. A Sidereal can learn to obscure her own wake or sense another's. When
traveling wild lands or seeking to follow someone through the wilderness of Creation, the Sidereal can
use A Thread Lost Or Found to lower her target number by 1 (usually from 7 to 6). Using A Thread
Lost Or Found counts as supernatural tracking for the purposes of other Charms that may require such
effects to be tracked.
Dreaming Big
Cost: -
Minimums: Survival 4, Essence 2
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Dreaming the Wild Lands
The Sidereal enhances her power to change her scenery, becoming similar to the way a Fair
Folk noble might change his surroundings in the Middlemarches. Remove the scale limitation from
Dreaming the Wild Lands - mountains, lakes and other massive terrain are free game.
The Sidereal's offensive use of Dreaming the Wild Lands gains potency given the larger
material to work with. Add 1 to the difficulty and the damage of the resulting environmental hazard.
Major Manses and Demesnes can be depowered with this Charm, or restored to function if the
problem is the result of terrain-based Essence flow changes.
With the larger scope of her changes, the Sidereal is more likely to contravene some plan that
Destiny has. Sidereals cautious of Paradox should either seek preauthorization for using Dreaming
Big, or restrict their use of it to landscapes outside of Fate.
Notes: A Cloud Person resembles a slender, winged human with multihued eyes and white-to-gray
coloring. They are self-centered but curious, willing to explore things but only so far as those things
relate to their endless esoteric questions of dubious utility such as 'are you still the person you were
yesterday when you wake up today?' or 'what would happen if the adamant dome one day simply
disappeared?'. Under the binding of the Sky Spirit Demand, they'll take to their given tasks with gusto -
for about 20 minutes. Then they inevitably get distracted and need reminded what they were asked to
do in the first place to continue their service.
Charms:
Cloud-Infused: 5m. With this Charm, the Cloud Person can make an object that weighs less than them
(about 50 lbs.) instead be as light as a cloud, able to float on the wind. Multiple Cloud People can
cooperate to combine their weights with this Charm, able to enchant heavier things. However, the
Cloud People are notorious for forgetting to maintain the mote commitment to this Charm, resulting in
a swift return to earth.
Wind-Bash: 8m. With this Charm, the Cloud Person can buffet enemies with damaging winds. As a
Simple action, use a withering strike dice pool of 12 + the mortal thrown range bonus (Exalted, p. 587)
or a decisive strike dice pool of 12. If withering, damage is 7+[Essence], overwhelming of [Essence].
The primary target can be as far as medium range from the elemental. The attack affects everyone in
close range with the primary target.
Cloud Disguise: 3m. The Cloud person reflexively loses their human-like appearance and becomes
identical to a cloud. They can throw a fog over a small area, or observe from high in the sky without
attracting notice. When the Cloud Person reports back what they have seen, expect them to include
many extraneous details, such as how many dew drops their fog caused on a dog's coat, but there
should be one or two actionable pieces of intelligence among all the fluff.
Notes: Crackling with lightning across all 400ft. of its length, a storm serpent has a dragon's head and
claws, but lacks its wings. Thinner than most dragons, it sinews through the sky, as light as air,
following the storm that spawned it. Of only bestial intelligence, a Storm Serpent left to it's own
devices will Shatter everything around it with lightning, starting with innocent bystanders, to whom it
is preternaturally attracted. Storm serpents that are not currently being rained on dry out into dust that
scatters in the wind.
Charms:
Sense Innocence - 10m. The Storm Serpent can sense a person who has lived an innocent life. While
they are not sensitive or intelligent enough to discern if a generally guilty person is innocent of a
specific offense, it is fair to assume that one judged to be innocent is innocent of any given offense. The
Sidereal learns of any judgment the Storm Serpent makes psychically.
Shatter - 15m. The Storm Serpent calls down lightning on a central point that can be at extreme range
from the Storm Serpent, threatening everyone within medium range of that point. Anyone or anything
in the area must resist an attack that is unparryable with metal weapons; the Storm Serpent rolls a
withering strike dice pool of 10 + the mortal archery range bonus (Exalted, p. 588) or a decisive strike
dice pool of 10. If withering, damage is 17+[Essence], overwhelming of [Essence]. The Storm Serpent
is immune to its own lightning, but the Sidereal enjoys no such protection.
Draconic Resilience - 0m. Storm Serpents have Legendary Size (Exalted, p. 574). They exhibit
extreme resistance to disease and poison, gaining [Essence] successes to resist both.
Elementals of earth, water, fire, and wood are also available via Sky Spirit Demand, however, subtract
two successes from the Sidereal's roll before calling one of these spirits. They are typically offended
that they have to fill in for one of their air-based brethren, but will submit to the Sidereal's authority all
the same. Elementals of stranger locations, such as oil or lightning in Autochthonia are summonable
but at a three success penalty.
Thrown
Pain Amplification Stratagem
Cost: 2m
Minimums: Thrown 1, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
When the Sidereal sees the crimson of her opponent's blood, she knows his journey to his end is
near at hand. The Sidereal lowers her target number by 1 for each wound penalty the target suffers
(usually starting at 7). If the target uses a technique to reduce the wound penalty to her actions, this
does not affect the Sidereal's ability to capitalize on her foe's wounded state - reduce the target number
based on the health box's wound penalty designation alone.
An Essence 2 repurchase allows her to use the Artifact Thrown weapons range and damage tables
instead.
Thorn Stowaway
Cost: - (+2m)
Minimums: Thrown 3, Essence 1
Type: Permanent
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Essence Thorn Practice
When the Sidereal throws an Essence Thorn, she can allow the connection to her own Essence
pull her along. She may pay 2 additional motes to move one range band in the direction of her throw,
which consumes both her movement and combat action.
She need not throw her weapon at an enemy - instead she could target the scenery, or the sky, or
nothing in particular. Doing so still counts as an attack for flurry purposes, and still takes both her
movement and combat action.
Shadow-Piercing Needle
Cost: - (+1i)
Minimums: Thrown 4, Essence 2
Type: Permanent
Keywords: Dual
Duration: Permanent
Prerequisite Charms: Essence Thorn Practice x 2
Essence Thorn Practice gains another weapon configuration, an Essence needle that is only
partially materialized:
Artifact Light, Thrown (Short), Lethal, Poisonable, Piercing, Special
The Special tag removes the Exalt's Strength from her damage calculation, but it allows the Shadow-
Piercing Needle to half soak, and ignore [Essence] hardness. If also using a piercing attack, subtract the
4 soak from piercing after the halving from the Special tag. Further, ghosts that are struck by the
Shadow-Piercing Needle cannot apply any soak against it.
Hammer-Tossing Light-Slam
Cost: - (+1i)
Minimums: Thrown 4, Essence 2
Type: Permanent
Keywords: Withering-Only
Duration: One Tick
Prerequisite Charms: Essence Thorn Practice x 2
Essence Thorn Practice gains another weapon configuration, an Essence hammer that can knock
foes off their feet. It costs 1i to create hammers for one tick, attacks with which always benefits from
the Smashing tag at no further cost (ignoring the usual 1i, -1 Defense penalty costs per Smashing
attack).
The Special tag doubles the Exalt's Strength for her damage calculation, and adds 1 to the
Overwhelming damage (usually modifying Overwhelming from 5 to 6).
At Essence 3+, a repurchase of Willful Weapon Method increases the duration to [Essence] actions,
though a single hit removes any remaining duration.
At Essence 5+, the Sidereal can repurchase Willful Weapon Method to grant the Stackable keyword,
and have [Thrown] shadow-weapons flying at the target simultaneously.
Artisan's Destiny
Cost: 6m, 1wp
Minimums: Craft 3, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Resplendent Reputation Tangles
When you craft a Merit into a Resplendent Destiny that flavors your new persona as a maker of
things, gain silver xp equal to the relevant Merit dots.
Example: Ten Thousand Stars creates a Resplendent Destiny with 4 successes. She spends 1
success on duration, and 3 successes on Merits. 1 Merit dot is spent on Backing: Varangian
Clockmaker's Guild. Her other 2 Merit dots are spent on Sobriquet: "The Punctual". She would gain 1
silver xp for the Varangian Clockmaker's Guild Backing dot, as presumably her fabricated fate is a
maker of clocks. Being on time, however, is not inherently generative in nature, so those Merit dots do
not trigger Artisan's Destiny.
Elemental Vision
Cost: 7m, 1wp
Minimums: Craft 3, Essence 1
Type: Supplemental
Keywords: Destiny, Fate
Duration: Instant
Prerequisite Charms: Fate-Driven Craftsmanship
When building structures, the Sidereal can simply see the flow of Essence that sustains the
geomancy of an area. In Creation, those are typically elemental flows, giving this Charm its name, but
Celestial flows of Solar, Lunar, and Sidereal Essence often found in Yu-Shan, death-aspected Essence
in shadowlands, the alien Yozi-aspected Essence in Malfeas, or the Primordial Essence of Autochthonia
are all visible to the Sidereal with Elemental Vision. She sees not only the Essence flows that exist, but
if she is within Fate, how they ought to be. With such intimate knowledge, the Sidereal can carefully
craft the landscape with instant feedback, with typically flawless results.
Gain 1 non-Charm success each time you roll to finish a project dependent upon altering
Essence flows (such as Manses). Also, reduce the target number to build, repair or alter a structure (like
a mundane building, or Manse, or Demesne) by 1. If 1's are already successes, reduce the number to
double by 1 (usually from 10 to 9).
Starmetal Resonance
Cost: -
Minimums: Craft 4, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Fate-Driven Craftsmanship
Reduce the difficulty of any Craft roll when working primarily with Starmetal or a Sidereal-
Aspected Demesne or Manse by 1, to a minimum of 0. The Sidereal can purchase this Charm [Essence]
times.
Unobserved Implementation of Objectives
Cost: 4m
Minimums: Craft 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Indefinite
Prerequisite Charms: Fate-Driven Craftsmanship
The work must get done, but there are so many distractions in a Sidereal's life that prevent the
creative expression of Crafting. As such, the Sidereal must sometimes cook the books of reality in order
to cook dinner. So long as the Sidereal has Unobserved Implementation of Objectives active, the
intervening time counts as time spend crafting. She can spend hours fighting loose demons, arguing in
destiny planning meetings, or answering a censor's questions regarding her latest audit, and her Craft
projects will progress as if she spent those hours actively working on her project.
The Sidereal still needs the proper materials, tools, and space to work the project mundanely.
She simply doesn't need to personally be present. To onlookers, her materials simply transform between
one look and the next from their raw state to their intermediate forms or finished product.
Dodge
Auspicious Absence
Cost: 2m
Minimums: Dodge 1, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The Sidereal is simply not where her attacker presumed, with no explanation of how she
traversed. Auspicious Absence adds 1 to the Sidereal's Evasion as a non-Charm bonus.
Flawless Absence
Cost: 2m
Minimums: Dodge 1, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Auspicious Absence
The Sidereal can perform her dodge at her best even in the worst of circumstances with a few
motes. Flawless Absence removes any penalty to the Sidereal's Evasion, or any penalties to her
Disengage action - even flurry penalties she incurs on herself. Surprise, ambush, and undodgeable
attacks are outside of the scope of this Charm to combat.
Forewarned Protector
Cost: -
Minimums: Dodge 4, Essence 3
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Twined Fates Defense
Alter the Twined Fates Defense special activation rule to allow activation at Join Battle in
addition to Defend Other. Effectively, the Sidereal can use her Charms to protect someone a moment
before danger presents itself.
Fellowship Preserver
Cost: -
Minimums: Dodge 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Many Hearts Evasion
The Sidereal can declare up to her [Essence] in protected comrades each time she activates
Twined Fates Defense. When supplementing Defend Other, all targets benefit from being designated
the Sidereal's ward.
Negotiated Strike
Cost: 1m
Minimums: Dodge 2, Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Auspicious Absence
The Sidereal defends in a such a way that, even though the strike might land, it lands only just.
When used before the strike roll of her opponent and while she uses Evasion for Defense, Negotiated
Strike eliminates any damage bonuses from excess strike successes either added mundanely or granted
by Charms. The Sidereal can still dodge the attack normally if her opponent fails to meet or exceed her
Evasion.
Duck Fate
Cost: 10m
Minimums: Dodge 4, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Flawless Absence
The Sidereal sees harmful intent headed her way and is able to escape it perfectly. Once per
scene the Sidereal can avoid an attack, but that is only the most obvious use of this Charm. She can
duck out of a party before the bureau head looking to upbraid her for recent behavior spots her. She can
weave through market stalls to avoid her heavenly peer who is looking to call in a debt of ambrosia her
current salary cannot supply. She can fortuitously be out on break from her lab when the unstable
concoction she was brewing explodes - even if she had been monomaniacally focused on it for the past
week. She can dodge all the snowflakes in a blizzard, and thus stay warm enough to avoid frostbite.
Duck Fate has no native reset condition.
Any attack, environmental hazard, social consequence, or so on the Sidereal might suffer she
can avoid; a Sidereal avoiding someone is nearly impossible to pin down. Clever gods have learned
this, and often negotiate favors for a Sidereal's sifu to interrupt a practice session where the student's
ability to dodge anything has been exhausted. It is a common setup to the stories many Sidereals tell,
young and old.
Avoidance Kata
Cost: 10m
Minimums: Dodge 5, Essence 3
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Duck Fate
Understanding the trouble she may be in, the Sidereal alters reality such that she was never
there in the first place. The Sidereal automatically gains 10 successes on a Withdraw action (Exalted,
p. 199) regardless of her current range to any enemies by reappearing in another location entirely.
Where, exactly, is outside the Sidereal's control, but it is a place she would have been if she'd made
slightly different recent choices - perhaps going to a convention meeting she decided to skip rather than
getting the jump on a mission she was unprepared for.
As a special activation rule, Avoidance Kata can only be activated concurrently with Join Battle.
Would-be attackers fabricate some reason for their increased heart rate and readied weapons that has
nothing to do with the Sidereal, and will repeat these reasons when questioned later.
Linguistics
Proper Titles Parade
Cost: 5m
Minimums: Linguistics 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
By constructing the proper form of address for the recipient of a letter (for example: Lytek, God
of Exaltation, The Right Hand of Power, Wielder of the Divine Apparatae of Periapt Surgery) the
Sidereal can create a Minor Intimacy towards herself for generating the impression of a polite and
respectful person. She may then call upon that Intimacy in the body of her letter to attempt a non-
Threaten social action upon the recipient. Social actions enhanced in this way have their target number
reduced by 1 (usually from 7 to 6).
Resplendent Journey
Cost: 1m
Minimums: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
The Sidereal exhorts the recipient of her letter to see the world in all of its magic and wonder.
So long as her suggestion is aligned with Bureau of Destiny's planning for the reader of the letter, they
treat her suggestion as if it were aligned with a Major Intimacy they hold. Any social action to Instill a
love for travel, to Bargain/Persuade/Threaten the reader to travel to a specific place or avoid a certain
location during their travels, or to Inspire wanderlust will benefit from her target number being reduced
by one (usually from 7 to 6). The Sidereal gains no special knowledge of who needs to travel where
with this Charm, nor does she learn who reads the letter, nor does she know if her argument plays upon
the target's Intimacies such that it is effective. But she is assured that the right people will be more
likely convinced to leave home behind.
Resplendent Serenity
Cost: 1m
Minimums: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
Writing of the benefits of love, the Sidereal is aided in any attempt to sway her reader to seek
romance. So long as her suggestion is aligned with Bureau of Destiny's planning for the reader of the
letter, the reader puts himself out there in search of the perfect mate that has not yet been part of his life
as if they had a Major Intimacy to that effect. Any social action to Instill a yearning for the right
partner, to Bargain/Persuade/Threaten the reader to romantically pursue another specific individual, or
to Inspire the desire for romantic companionship will benefit from her target number reduced by one
(usually from 7 to 6). The Sidereal gains no special knowledge of who needs to find love, nor does she
learn who reads the letter, nor does she know if her argument plays upon the target's Intimacies such
that it is effective. But after she posts her handiwork in the village square, she often spots love in the
air.
Resplendent Battle
Cost: 1m
Minimums: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
In a call to action, the Sidereal urges her reader to take up a cause, while informing the reader of
the forces that will try to stop him. If the Bureau of Destiny has planned for the reader to align
themselves with the forces the Sidereal champions in her letter, the reader will take up the call as if
they have a Major Intimacy for the cause. Any social action to Instill a sense of identity with or
sympathy for the force, to Bargain/Persuade/Threaten the reader join or aid that force, or to Inspire
patriotic duty will benefit from her target number reduced by one (usually from 7 to 6). The Sidereal
gains no special knowledge of who aids the cause, nor does she learn who reads the letter, nor does she
know if her argument plays upon the target's Intimacies such that it is effective. But when a recruiter
reads her words to the masses, their quotas for troops and supplies, or for votes and donations, are
eagerly met by the populace.
Resplendent Secret
Cost: 1m
Minimums: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
The Sidereal writes a koan related to a truth she wishes to spread or reveal. All whose paths
along their destiny the truth may aid find their way to the bottom of the riddle after reading it, and walk
their appointed paths armed with knowledge. All whose ignorance is required by destiny are confused
by the riddle, and think of the twisted words whenever they approach the truth they are not meant to
know thereafter - they must overcome an [Intelligence+Linguistics] challenge at the difficulty of the
[Sidereal's Essence+Linguistics] before they can overcome the riddle.
When posted in the oppressive Thorns-that-is, the living can read the script and find clues to the
routes of escape or meetings of the resistance, while the ghosts who come upon the writings find them
no help at all. The Sidereal gains no knowledge of who reads the letter, or who overcomes the riddle.
The proof is in the clandestine meeting uninfiltrated, the right message received and not overheard.
Resplendent Ending
Cost: 1m
Minimums: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
The Sidereal writes a letter that contains the reader's dying day written upon it. The letter
changes in the eyes of each beholder. After the sad (or happy) news, the Sidereal makes clear that she
knows the right levers of power in heaven to change that day, and can demand a single task of the
recipient via a Threaten social action, based on how much they fear death, reducing the target number
by one (usually from 7 to 6). If they have no fear of death at all, they may be convinced to do an
Inconvenient Task (Exalted, p. 216) in the off chance the Sidereal would consider their service worthy
of changing their death day. If the reader is like most folks, they can be convinced to perform a Serious
Task for the chance at more time in their lives. For exceedingly headstrong or legacy-focused
individuals with unfinished business to attend, or for whom the death day is relatively close, a Life-
Changing Task may be asked of them.
The Sidereal gains no knowledge of who reads the letter or if they attempt or succeed at the
tasks asked of them. She must learn that through other means if she is to follow up with her implied
rewards and threats.
Conspiracy in Letters
Cost: - (+1 wp)
Minimums: Linguistics 4, Essence 2
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Any Resplendent Linguistics Charm
The Sidereal learns to arrange her words for efficacious effect even without the blessing of the
Bureau of Destiny. Any Resplendent Linguistics Charms the Sidereal knows can be empowered by her
will to suit the Sidereal's designs, not necessarily the Bureau of Destiny's, thus losing the Fate keyword.
All the prerequisite Charms are now applicable to fateless beings, should she need to efficaciously
correspond to Fair Folk courts, demon princes, or the dead.
Readers of the Sidereal's work might abandon their planned fates to go on long journeys, love
the wrong man, take up a cause they were not destined to champion, learn what was best left unlearned,
or live in false safety or false fear after being given the wrong date of their dying day. Favored by
Ronin Sidereals, or simply those who wish to thumb their noses at the Bureau's planning, any such
letter that makes its way to a Sidereal's audit is likely to weigh on decisions regarding censure from her
superiors.
Lover's Oath
Cost: 20m, 1wp
Minimums: Linguistics 5, Essence 3
Type: Supplemental
Keywords: Prayer Strip
Duration: Instant
Prerequisite Charms: Any three Linguistics Charms
By writing the Scripture of the Bride, and having two parties read those words aloud, the
Sidereal can bind two beings to each other that they might lean on one another in hard times. The two
may not be lovers, though they often are; instead they could be friends, allies, or even business
associates. The Sidereal can, herself, be a party. The only restriction is that both beings consent, and
that they have no other active Lover's Oath.
Upon recital, the document solidifies into two starmetal rings, which activate when placed upon
each vow-giver's person (typically a finger, but other options include a necklace, a piercing etc.) At this
point, the Sidereal's involvement is done, unless she was one of the reciters.
The two so bound may call upon each other's willpower. When spending willpower, each may
choose to spend her own or her partner's.
The bond can be broken if used selfishly. If a party calls upon his partner's last willpower while
also having temporary willpower equal to or exceeding her own maximum, the bond breaks, and the
two starmetal rings crumble to dust. If instead one of the parties lives to their appointed day of death as
determined by destiny, and dies on that day, both rings survive. The surviving party may call upon the
ring for one willpower each month in the deceased's memory, and every day during Calibration. The
deceased may be buried with her ring, in which case any ghost she leaves behind uses the ring as a
fetter, and may do the same. These uses count as an active Lover's Oath. Once any surviving member
and their ghosts pass from the world, the starmetal rings remain but contain no magic.
Many Sidereal Artifacts use a starmetal ring as their basis for construction. The resulting
Artifact often expresses its power in accordance with a principle or tie the ringbearer carried through
life, or based upon the bond the two ringbearers shared.
Performance
Perfection in Life
Cost: 5m
Minimums: Performance 1, Essence 1
Type: Supplemental
Keywords: Destiny
Duration: Instant
Prerequisite Charms: None
Most performances exhort their audience to conform to the same action - join the military, buy
this product, vote for your local guild factor. A Sidereal knows that while an Exalt may change the
paths of many, often those who walk the path laid down by the Exalt's will are not suited for it. The
Sidereal can tap into her understanding of fate, and sway her audience of any type of performance to
follow their destiny. Listeners get glimpses of what that destiny might be, and, should their Resolve be
overcome or not levied against the Sidereal's suggestions, follow the path fate has in store for them, in
its wonderful, individual diversity. Her performance benefits from lowering the target number by 1
(usually from 7 to 6) when she attempts to sway her audience towards their destinies, whether the
Sidereal knows that destiny or not.
Sidereals who have used their powers to alter destiny to the detriment of the Loom are
sometimes punished to a mortal lifetime in a Resplendent Destiny with the task of traveling Creation
while performing Perfection in Life to audiences large and small. Judges of Yu-Shan find it a fitting
restitution for a Sidereal whose actions have favored her own plans over Heaven's.
Faultless Ceremony
Cost: 1m
Minimums: Performance 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereals are natural priests to all gods - understanding godly ways in their stewardship of
their domains, much like the domain of the Maiden who chose them. When performing a prayer roll,
the Sidereal lowers her target number by 1 (usually from 7 to 6). Further, the difficulty of reaching a
spirit through prayer is reduced by 1. The spirits are simply more receptive to calls from heaven's
agents who know how to perform a Faultless Ceremony.
Socialize
The Unreadable Chancellor
Cost: 1m, 1wp
Minimums: Socialize 1, Essence 1
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: None
It is best for advisers to let their ostensible leaders be ignorant of hidden objectives, to better
sell their suggestions and support as 'for the good of the Realm' or 'taking such an action is consistent
with your prior policies'. Taking just a moment to compose her features, the Sidereal hides her true
feelings from the world. She gains 1 non-Charm bonus to her Guile.
Incite Decorum
Cost: 3m
Minimums: Socialize 2, Essence 1
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: The Unreadable Chancellor
The Sidereal insinuates in conversation that while the gathered parties may have their
differences, a civil resolution is the best course. She rolls Charisma+Socialize to Inspire a sense of
decorum, gaining one non-Charm success. If anyone who is Inspired attempts to ignore Sidereal's plea
for speech and instead chooses violence, they must pay 1wp as an additional cost to Join Battle. The
Sidereal is exempt from this cost; she may initiate violence freely if she believes negotiations have
stalled.
Demand Parley
Cost: 5m, 1wp
Minimums: Socialize 3, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Incite Decorum
The Sidereal calls for an end to hostilities, demanding that negotiations begin (or resume)
before more people or property are harmed. The Sidereal enhances an Inspire action invoking a mood
of regret at the staggering costs of war, rolling [Manipulation+Socialize] and gaining one non-Charm
success. If the participants in the battle are all swayed or decline to activate their Resolve against the
Inspire action, the combat scene ends. If at least one combatant resists, the combat scene continues.
Resisting combatants who do not enter a decision point gain 5 Initiative as they use the pause to
cultivate an advantage. The Sidereal herself cannot gain this bonus.
Fortuitous Fellowship
Cost: 5m, 1wp
Minimums: Socialize 5, Essence 3
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: You and Yours Stance
Simply by citing a similarity the assembled personages share, the Sidereal can create a sub-
culture that each member values as a positive Minor Tie for the scene. Social Influence that utilizes the
Intimacy can remain in effect even after the Intimacy fades.
Groups that have nothing in common that the Sidereal can think to cite are immune to this
Charm, though a few good catch-alls include 'sentient being' or 'born of Creation' or 'mostly human'.
Opportune Shot
Cost: 6m
Minimums: Archery 4, Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Any Direction Arrow
The Sidereal surveys the battlefield, but also her opponent's weaknesses. Her next missile can
evade those defenses when it counts - ignore the Hardness of her target. Should her strike roll succeed,
raise her base Initiative by 1, even if she does not do any damage - her opponents learn they can be
pierced and take pause.
As a special activation rule, Opportune Shot may only enhance an Archery attack that benefits
from an Aim action (either for range or accuracy).
Squinting at Harm
Cost: 3m
Minimums: Archery 5, Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Opportune Shot, Every Direction Arrow
When the Sidereal understands her opponent's lethal intent, she may use that predictability
against him. Upon being targeted by a decisive attack, she may active Squinting at Harm to reflexively
Aim. She loses the benefits of her Aim action if she does not target her attacker with an Archery-based
attack on her next action.
Unconsidered Arrow
Cost: 5m, 1wp
Minimums: Archery 5, Essence 2
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: Squinting at Harm
Once per scene, the Sidereal fires an arrow whose path she fails to consider, yet strikes where
the Sidereal intends. Not looking anywhere in particular, she may make a withering or decisive attack
that benefits from the Aim action. Further, this attack cannot suffer the -3 penalty bestowed by a flurry -
the Sidereal simply does not pay her shot more than a moment's attention. Any other action flurried
with an attack enhanced by Unconsidered Arrow suffers the normal -3 penalty, and the Sidereal's
Defense suffers the normal -1 penalty.
The Sidereal may reset Unconsidered Arrow if she takes two rolled actions in a later flurry, and
succeeds on both of them.
Gale wind - an arrow transforms into a gale-force wind, pushing the Sidereal's target one range
band away from the Exalt instead of doing damage. Evasion and Parry are inapplicable, but targets can
attempt to use their weight or surroundings to maintain their position. They may roll [Stamina or Wits +
Resistance] against a difficulty of the Sidereal's [Archery].
Grain - an arrow transforms into the roots of a wheat stalk while still unlaunched. Her attacks
enhanced this way becomes bashing. After the Sidereal actives this effect in a scene, her bow gains the
shield tag (due to interposing plant matter between herself and her enemy, and soil accumulating on her
bowstring). Wherever her wheat roots land, a stalk of wheat grows by sundown of the next day, with
enough grain to feed a single person for a day easily harvested (but hard to chew while uncooked). A
Sidereal could spend a day turning arrows into thousands of wheat stalks, enabling a besieged army to
last indefinitely if their water supplies hold out. She could even do so from outside the fortifications.
Health - the Sidereal may set right what another put awry of fate. She makes a decisive attack,
the results of which heal her target instead of damaging them. Any excess health beyond the target's
natural levels are lost. She resets to base Initiative as normal. Outside of combat, she may use her
[Essence+Archery] as her Initiative, rolling without double 10's. She may only use this form of Many
Missiles Bow Technique once per target per story.
Love - should the Sidereal land a decisive strike with an arrow transformed into love, her target
falls in love with the next person she sees. The strength of the Intimacy is determined by her Initiative
roll's successes - 0 for no Intimacy, 1-3 for Minor, 4-6 for Major, and 7+ for Defining. Outside of
combat, she may use her [Essence+Archery] as her Initiative, rolling without double 10's. She may
only use this form of Many Missiles Bow Technique once per target per story.
Boulder - an arrow transforms into a massive rock hurtling at her target. Being so difficult to
move that mass with a weapon grants the boulder a -5 penalty to the target's Parry, though Evasion is
unaffected. Rolling past its initial impact point is particularly bad for battlegroup targets - add +4
damage and +1 Overwhelming to withering attacks against battlegroups - for decisive attacks against
battlegroups, lower the target number of the Initiative roll by 1 (usually from 7 to 6).
Fire - an arrow transforms into a hundred burning shards raining down on her target. Being so
difficult to dodge, the rain of fire grants the attack a -5 penalty to the target's Evasion, though Parry is
unaffected. The spread nature of the shards are particularly bad for battlegroup targets - add +[target's
Size] to withering attacks against battlegroups - for decisive attacks against battlegroups, lower the
target number of the Initiative roll by 1 (usually from 7 to 6).
Glass - an arrow transforms into translucent glass. Only visible as a flicker of altered light, her
target must succeed on a Perception+Awareness roll against a difficulty of the Sidereal's [Archery] or
suffer the effects of a surprise attack.
Spirit-shot - the arrow demateralizes, and is no longer capable of damaging material beings.
However, the arrow is the bane of dematerialized beings, able to harm them, and doing aggravated
damage when that attack is decisive.
Precipitation - when the Sidereal launches an arrow with the intent to make it rain, the arrow
never returns to earth. Instead, a driving rain or pelting snow falls in the arrow's place, lasting the rest
of the scene, even if this is not appropriate for her environs. This weather produces an environmental
penalty, reducing the accuracy of ranged attacks by the Sidereal's [Archery] as a vision-based penalty.
Animation - the Sidereal strikes a corpse, and animates its skeleton for the scene. Its bones
break out of its flesh, then coalesce around the Exalt's arrow, which animate where the arrow lands. The
assembled bones gain the following QC stats:
Athletics
Fated Yeddim Flight
Cost: 3m (+3m)
Minimums: Athletics 1, Essence 1
Type: Supplemental
Keywords: Stackable
Duration: Instant
Prerequisite Charms: None
The Sidereal is as strong as she needs to be to lift what stands in her way, as if her training were
preparing her for this destiny. Whenever she attempts a feat of strength, lower the target number by 1
(usually from 7 to 6). Also, increase the feats she may attempt as if her Strength were one higher.
The Sidereal can activate Fated Yeddim Flight up to [Athletics] times, but to activate a second
time on the same feat of strength costs an additional 3m for a total of 6m. Three applications cost 3
more motes, for a total of 9m, etc.
Burn Life
Cost: 1bhlvl
Minimums: Athletics 3, Essence 1
Type: Supplemental
Keywords: Stackable
Duration: Instant
Prerequisite Charms: Fated Yeddim Flight
The Sidereal can pit her own thread against the challenges that stand in her way. She may gain 1
non-Charm success to any Athletics action for 1 bashing health level. She may make such a trade as
many times as she needs to for a single action. Unlike most Charms, Burn Life can be activated after
the results of her own roll (and her enemy's, if contested) as well as the roll's difficulty are known.
Forgotten Earth
Cost: 1m
Minimums: Athletics 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The earth and the Sidereal part ways, her Celestial nature buoying her to heights unmatched by
mortals. Athletics-based movement rolls the sidereal makes (such as Rush and contesting another
character's Disengage, but also footraces and swimming contests) benefit from a lowered target
number, by 1 (usually from 7 to 6), and rolls against leap-based Athletics challenges gain an automatic
non-Charm success.
Inexorable Advance
Cost: 1m
Minimums: Athletics 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Forgotten Earth
The character twists short loops into the line of her destiny, enabling her to begin and end a
footstep, a swing of her blade or other actions without need for the motion in between. When she does
so, her movements take on an eerie, flickering grace. Reduce the penalties to actions or static values
encumbering the Sidereal by 1, such as from mobility, onslaught, wound, poison, environmental, flurry,
or other sources. This Charm can supplement actions or derived values from other Abilities. As a rules
reminder, Inexorable Advance lacks the Stackable keyword, and thus cannot reduce penalties by more
than 1.
Unavoidable Consequence
Cost: 4m
Minimums: Athletics 2, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Forgotten Earth
The Sidereal automatically succeeds when contesting an opponent's Disengage roll. However,
this consumes her next combat action.
Unavoidable Consequence can be used even when the Sidereal is concealed from her opponent.
A fallen apple cart may trap a mortal with the object he wishes to flee, while a massive Essence barrier
may be required to halt an Exalt. Unavoidable Consequence may also be used to contest the effects of
Duck Fate and Pointed Swords Retreat - such use triggers a contested Essence roll.
Invisible Motion
Cost: 10m, 1wp, 1bhlvl
Minimums: Athletics 5, Essence 3
Type: Simple
Keywords: Prayer Strip
Duration: One Day
Prerequisite Charms: Forward Thinking Technique
Infusing the Scripture of the One Armed Maiden with her Essence and life, the Sidereal wraps
fragments of the scroll around her biceps and triceps, her quads and hamstrings. She finds herself
capable of performing feats of strength one-handed or able to best swift spirits in footraces with both
feet tied together. She gains a pool of [Essencex2] non-Charm successes that she can spend on any
Athletics rolls she encounters during the Charm's duration, and she may allocate these successes after
knowing the results of her own roll, any contested results, and the difficulty of the roll. These successes
can be spent on a single roll, or among multiple rolls, but once they are spent they are lost. She must
refresh the Charm to recharge the pool.
Melee
The Chosen Blade
Cost: 5m, 1wp
Minimums: Melee 1, Essence 1
Type: Simple
Keywords: Uniform
Duration: Indefinite
Prerequisite Charms: None
Select a weapon with the Melee tag. Whenever you make an attack with that weapon, lower the
target number by 1 (usually from 7 to 6). The Sidereal may change the weapon with which she is fated
to strike by reactivating this Charm.
Harmony of Blows
Cost: 8m
Minimums: Melee 2, Essence 1
Type: Simple
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: The Chosen Blade
Seeing all possibilities, the Vizier chooses all available options for attack, and all opposing her
suffer. When attacking with a weapon enhanced by The Chosen Blade and Harmony of Blows, the
Sidereal may attack every foe in Close range to her.
Serenity in Blood
Cost: 1m
Minimums: Melee 3, Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Harmony of Blows
Breaking the seal that holds her opponent's blood in his body, the Sidereal rejoices that her
purpose is being met. When the Sidereal deals at least 1 lethal damage via an attack enhanced by
Serenity in Blood, she gains 1 willpower.
Rivalry Begun
Cost: -
Minimums: Melee 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: The Spurned Rival
The Spurned Rival loses the Simple Type and gains the Reflexive Type. As a new special
activation rule, The Spurned Rival may only be activated reflexively while parrying, and the target
must be the foe who is attempting to strike the Sidereal. She may still activate The Spurned Rival on
any target with Simple timing.
Presence
Force Decision
Cost: 3m
Minimums: Presence 1, Essence 1
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charms: None
The Sidereal brooks no interruption to her plans and theories; her brusque ways can overcome
the weak-willed, lowering her target number on a Presence roll by 1 (usually from 7 to 6). This method,
while convincing in the moment, causes stubborn reactions in her listeners. To listeners who
mechanically did not apply their Resolve against the Sidereal's Presence-based Social Action, there is
no consequence to using this Charm. Should the target's Resolve be brought to bear yet be beaten, they
are forced into a decision point, and must spend a Willpower to resist if they have a remaining
permissible Intimacy to cite.
(Author's note: the decision point limitation makes Force Decision of limited utility as a social
Charm, but greatly enhances its battle efficacy, as I think is fitting a Battles Caste Charm)
Impose Motivation
Cost: 10m, 1wp
Minimums: Presence 3, Essence 2
Type: Supplemental
Keywords: Psyche, Fate, Destiny
Duration: Instant
Prerequisite Charms: Geas of the Maiden
Supplementing an Instill action, the Sidereal can use a target's fate as the supporting Intimacy
instead of any Tie or Principle they currently hold. The strength of this phantom Intimacy is related to
life-changing nature of the destiny. If the target is fated to die a soldier in a foreign war (Defining), who
will love a woman of the land his army strives to conquer (Major), and must suffer under a harsh
superior officer (Minor), then any of these fates could be used to establish a new Intimacy via Instill,
but only at their level or lower.
Similar to Intimacies that must be discovered through Read Intentions or other means, the
Sidereal must learn the target's fate by other means to best use Impose Motivation. Beings that lack a
fate are not valid targets of Impose Motivation.
Fluent Symbologist
Cost: 3m
Minimums: Presence 5, Essence 3
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Presence in Absence Technique
The Sidereal can ignore [Essence] points of penalty when communicating through a medium
other than speech or writing. This could be using body language and gestures, the omens of Presence in
Absence Technique, war-flags while commanding, interpretive dance, light-beacon flashes, smoke
signals, dream-visions, or more imaginative means. The message's recipient not being familiar with the
communicating medium is a prime source of penalty. Fluent Symbologist can enhance rolls from other
Abilities.
Loyalty-Sacrificing Sidestep
Cost: 8m, 1wp
Minimums: Presence 5, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Force Decision
Often, the Sidereal's target is so set in her ways (such as a god in their domain) that they cannot
hope to be moved by simple persuasion. So, the Sidereal publicly accosts the target with argument in
front of others she cares about. The target must have a Tie to the onlooker, though that Tie could be
negative. Use the onlooker's Intimacies in place of the target's for the purpose of social influence, such
as modifying Resolve and the permitting of social Influence (if the Tie is negative, use the inverse of
the onlooker's Intimacies). Should the target still resist, the onlooker will reduce any positive Tie they
have towards the target, or create or strengthen a negative Tie as the target betrays the onlooker's
beliefs or loved ones (negative Ties instead reduce any negative Ties, or create or strengthen a positive
Tie as they uphold beliefs or shelter loved ones). The target understands the consequences of their
choice, and may choose to simply accept the Sidereal's argument to keep their friends as friends and
their rivals as rivals.
War
The Chosen Army
Cost: 3m
Minimums: War 1, Essence 1
Type: Supplemental
Keywords: Stackable, Destiny
Duration: Scene
Prerequisite Charms: None
The Maidens smile upon an army through the medium of their Chosen. Whenever that
battlegroup takes a rolled action in a combat scene, lower the target number by 1 (usually from 7 to 6).
When a static value is checked, the battlegroup gains 1 non-Charm success to that static value. As a
special activation rule, The Chosen Army can only be activated concurrently with a Join Battle roll; the
Sidereal must be close enough to the fray to be in danger herself, even if she never makes herself
known to the combatants. The Sidereal's favor cannot change mid-battle; she has cast her die and her
chosen will benefit from the Maiden's favor until victory or retreat, though she can revoke her blessing
by dropping her mote commitment.
A single Sidereal can only bless a single battlegroup, but multiple Sidereals can target the same
battlegroup with The Chosen Army to stack its effects. There is no limit to the number of Sidereals who
can coordinate war favors. Should a target number be lowered when it is already at 1, reduce the
double number of the roll instead (typically from 10 to 9). Five Sidereals are typically excessive for
victory as widely acknowledged in the Fivescore Fellowship. Usurpation planning documents
destroyed in the breaking of the Mask attest to the absurd levels 10 Sidereals can raise a battlegroup to
against the mightiest of foes. Several gods swear they remember reading, but cannot now locate, these
after-action reports.
Auspicious Outfitting
Cost: 3m
Minimums: War 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Until the next battle
Prerequisite Charms: The Chosen Army
By luck, any army the Sidereal has a hand in recruiting and provisioning will be perfectly suited
to the wars to come. Upon facing cavalry forces, all the soldiers are already provisioned and trained in
weapons with the Reaching tag. Upon facing the dead, a thaumaturge who can bless weapons with salt
will happen to be among the camp followers and the quartermaster will happen to have an excess
supply of salt to deploy. Upon facing the Fair Folk, cold iron arrowheads or pike points will have
already been distributed among the troops. Upon facing the demon Ligier, they will comport
themselves with honor and valor, causing that noble demon to pull his strikes.
The affected battlegroup gains +1 Might until after its next battle scene. Then the Sidereal must
peer into the future again and adjust her war preparations accordingly. The Sidereal can prepare
multiple battlegroups in this way, but must pay the mote commitment for each.
Red Haze
Cost: 5m, 1wp
Minimums: War 3, Essence 1
Type: Simple
Keywords: None
Duration: Five Days
Prerequisite Charms: The Chosen Army
By sprinkling her Essence over a battlegroup, which to eyes sensitive to dematerialized matter
appear as red dust, like crystalized blood or sand from the red bricks of Crimson Panoply of Victory,
the soldiers are blessed as defenders of Creation against her enemies.
Against any foe not born of Creation, the battlegroup increases their drill (from Poor to
Average, or from Average to Elite). If the battlegroup already enjoys Elite drill, they instead gain +1
Might.
Curiously, Red Haze is efficacious even when those so blessed are not from Creation
themselves, as when a heretical offshoot of the Church of Balor approached the Fivescore Fellowship
to intervene in their war to usurp the leadership of that Fair Folk holy order. The Fivescore fellowship
was all too happy to have the Fair Folk engaged in a holy war with one another, to buy some peace for
Creation, and gave their blessing.
Star-Guided Command
Cost: -
Minimums: War 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal's connection to fate guides her words when she tells her soldiers how to fight;
soldier follow her orders as if they were called by destiny to do so. Whenever the Sidereal issues a
command (an order, rally, or rally for numbers), lower the target number by 1 (usually from 7 to 6).
Auspicious Rally
Cost: 3m
Minimums: War 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Star-Guided Command
The Sidereal's army shares in her certainty of the outcome of fate. If they are destined to win,
they shall be victorious. If they are to destined to lose, they shall fight to the last.
When used to supplement a rally action, negate all rout penalties to the rally action's difficulty
(typically setting the difficulty to 1).
When used to supplement a rally for numbers action, the Sidereal grants the target battlegroup
perfect morale. She may rally magnitude up to this increased number, even if the battlegroup has not
yet taken losses. As a rules reminder, battlegroups with perfect moral cannot benefit from future rally
for numbers actions.
Defining Principle: "I will toil to discover whatever truth my master desires."
Perception: 5
Intelligence: 5
All other Attributes: 1
Investigation: 3, specialty: case scene
Lore: 3, all domains, specialty: research
Occult: 3, specialty: spirits
All other Abilities: 1
Requires only sunlight and water for sustenance.
The assistant can be used as a mentor for the Sidereal, if the Sideeral wishes to learn by hearing the
assistant lecture on a topic he knows, or by debating him. While the assistant has the patience to spend
a literal eternity hunting for knowledge and reporting back to the Sidereal, he has no appetite for
danger. If he feels threatened (such as Join Battle, or a Threaten social action), he reverts to his plant
form, ending the Charm.
Thought-Swiping Distraction
Cost: 3m
Minimums: Larceny 1, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
As easily as the Vizier can swipe dice from a card table, she can swipe the concentration of her
onlookers away from her clandestine activities. After she loses a contested roll to hide her
pickpocketing, sleight of hand, or fails to open a lock, she may immediately retry that action before she
is found out. She does not suffer the penalty for retrying the action, and reduces the target number for
that action by 1 (usually from 7 to 6).
Lore
The Remembered Page
Cost: 1m
Minimums: Lore 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Whenever the Sidereal utilizes a Lore specialty she has, lower the target number by 1 (usually
from 7 to 6). Any specialty will do; the scope of this Charm increases as the Exalt's Lore specialties
increase.
Methodology of Secrets
Cost: 5m
Minimums: Lore 2, Essence 1
Type: Simple
Keywords: None
Duration: Story
Prerequisite Charms: The Remembered Page
When the Sidereal next sleeps, she is visited by dreams that grant first-hand experience in a
subject of Lore. She gains 3 Lore specialties for the duration of this Charm. At the end of a story, she
may select one of the specialties granted by Methodology of Secrets during said story to learn for free,
and to treat as an additional Lore domain.
Premise-Proving Certainty
Cost: 1m
Minimums: Lore 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Whenever the Sidereal establishes or challenges a fact, lower the target number by 1 (usually
from 7 to 6).
Premise-Proving Certainty benefits from special timing - it can be used to retroactively establish
or challenge a fact. Using Premise-Proving Certainty resets the retry penalty to an establish/challenge
fact action to 0 at the beginning of every scene. Sidereals working with gods beyond mortal ken can,
over time, succeed at untwisting the lies of gods mighty in manipulation, or fill in blanks of situations
that are vastly more unknown than known.
Argument-Advancing Technique
Cost: 3m
Minimums: Lore 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Premise-Proving Certainty
Upon hearing an attempt at social influence, she may bolster said influence with evidence.
Citing the work of renowned scholars, or her own scientific inquiry into relevant phenomena, she may
grant an argument an additional non-Charm success, so long as it is not her own. If she uses a fact that
she herself established, instead add two non-Charm successes.
To enhance a Threaten she may cite just how much blood a human body can lose and still
remain conscious. To enhance a Bargain she may speak of the economic virtues of the increased
velocity of money. To enhance a Persuade she may cite survival statistics from military service, or the
average value of veterans' pensions paid over their lifetimes. To enhance an Inspire she could espouse
the healing powers of laughter. To enhance an Instill she could note just how well-positioned a person's
friends have become after trusting him.
Fallacy-Revealing Habit
Cost: 3m
Minimums: Lore 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Premise-Proving Certainty
In a world with silver tongues enhanced by Essence to be supernaturally persuasive, it pays to
have a Vizier able to keep the laws of nature as they are known front of mind, malleable though they
might be in Exalted hands.
Upon hearing an attempt at social influence, or conferring with someone on the results of a
Read Intentions action, the Sidereal can either raise the target's Resolve by 1 as a non-Charm bonus (by
pointing out the flaws in the proffered argument) or lower the target's Guile by 1 (by keeping the actor
speculating on someone's intentions from unwarranted leaps of logic). Fallacy-Revealing Habit may be
applied after the results of the roll and their comparison to the target's static values are known.
The Sidereal cannot benefit her own actions with Fallacy-Revealing Habit. The outsider is
more able to remain free of bias and evaluate each step of an argument dispassionately.
Unearthed Conclusion
Cost: -
Minimums: Lore 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fallacy-Revealing Habit, Argument-Advancing Technique
Much as a miner may live a life of ease after spending hard days below ground with no
guarantee of reward, so does the scholar who investigates his mystery of choice. Sidereal efforts are
simply more likely to succeed.
Whenever the Sidereal lowers her target number on a Lore roll, she also lowers her double
number.
Occult
Mark of Exaltation
Cost: 2m
Minimums: Occult 1, Essence 1
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: None
The Sidereal brightens her Castemark to shine upon the demateralized. When this light shines
upon a demateralized being, any who are not blind can perceive it (though they cannot physically
interact with him without further means such as other Charms or Artifacts). When the Sidereal would
roll to interact with gods or elementals while her rank in the Celestial Order is illuminated in this way,
she reduces the target number of the roll by 1 (usually from 7 to 6). Mark of Exaltation can enhance
rolls from other Abilities.
Telltale Symphony
Cost: - (5m)
Minimums: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mark of Exaltation
For an additional 5 motes, the Sidereal can enhance her Mark of Exaltation to make audible the
flows of Essence around her. She can hear the workings of Charms like bells or gongs, the rush of
essence along Dragon-Lines into Demesnes or Manses like a river's flow, and the footsteps of
demateralized spirits as drums whose deepness indicates their Essence. She learns of the presence of
these effects as an unrolled action, though unlike Mark of Exaltation, this extra information does not
extend to onlookers, and is limited by the Sidereal's range of auditory perception. Beings composed of
physical material, and phenomena that do not use Essence to power their effects are not enhanced by
this extrasensory Occult perception.
Unweaving Method
Cost: 5m, 1wp, 1ahlvl, 5i
Minimums: Occult 4, Essence 1
Type: Simple
Keywords: Perilous, Decisive-Only, Fate
Duration: Instant
Prerequisite Charms: To Touch the Unwoven
What is woven primarily of Essence can be unwoven by a master weaver. The Sidereal may
yank on the thread of a spirit who is subject to fate (such as a god or elemental, even a demon or deva,
but not a ghost or a Fair Folk) whether it is materialized or dematerialized, by ritually grasping and
pulling in the spirit's direction. She rolls [Essence+Occult] at a penalty of the spirit's Essence, dealing
the successes in aggravated damage, though her own thread is also jolted (as noted in the 1 aggravated
health level cost of this Charm). If the spirit's Incapacitated health level is lost in this way, it is
permanently destroyed, with no hope of resuscitation at its sanctum.
Silent Aura
Cost: 5m
Minimums: Stealth 2, Essence 1
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: Soft Presence Practice
After learning to silence herself in the material world, the Sidereal then learns to silence her
Aura lest it overwhelm and reveal her. The Sidereal’s Anima cannot increase on any tick Silent Aura is
activated. This Charm suppresses any Anima-granting effect, such as spending peripheral motes or
being granted Anima levels by other means.
Gift of a Masquerade
Cost: - (+5m)
Minimums: Stealth 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Gift of a Broken Mask
For an additional 5 motes, the Sidereal can target a battlegroup or other social group of Size
equal to or less than her [Essence] with the Gift of a Broken Mask by performing a ritual with the
group's commander or leader. The rank and file can individually renounce their membership to regain a
normal relationship with the memories of those in the out-group, but the commander or leader is as
bound as any single target.
Expected Pain
Cost: -
Minimums: Awareness 2, Essence 1
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Prior Warning
The Sidereal's awareness extends to her Tie-type Intimacies and her Acquaintances, allowing
Prior Warning to trigger when imminent danger in the future of her friends and rivals, again two
minutes before the danger presents. She may discreetly call a loved one away from a meal in which an
assassin's poison awaits. She may grab her child by the collar to take cover against the arrow meant to
strike his heart. She may say goodbye to a bitter rival who cannot possibly survive the coming volcanic
eruption. Viziers are known for their warnings, some specific, some much more vague, that have saved
the lives of their close companions - or lead them to their fated end.
Distance is no obstacle to the Sidereal's awareness granted by Expected Pain - though distance
sharply limits most Sidereal's options to mitigate that danger. Some Sidereals eschew ever learning this
Charm to save themselves the pain of powerlessness witnessed by their elders' words let slip in
vulnerable recollections of lost friends.
Along with learning of the danger, she also learns if her Intimacy's suffering it is part of
destiny's plan. This does apply equally well to negative Intimacies. Sidereals have been known to save
a rival from Fair Folk predation or ghostly hauntings to preserve their proper death day when such
threats overmingle with Fate (by, say, cutting many threads on their way to her Tie or Acquaintance).
Conclusive Wisdom
Cost: 10m, 1wp, 1bhlvl
Minimums: Awareness 5, Essence 3
Type: Simple
Keywords: Fate, Prayer Strip
Duration: Instant
Prerequisite Charms: The End is Nigh
The Sidereal imposes a vision of the target's death upon them by showing them the Scripture of
the Maiden and the Scythe. Violet flowers sprout, blossom, wilt and die, raining dry petals at the
target’s feet. Roll contested [Essence+Awareness], with a specialty of death prophecies. If the Sidereal
succeeds, the target is blind and deaf to the world around him until the end of his next action (typically
imposing significant penalties to combat) as he experiences the vision. If the Sidereal fails, the target is
unaffected in the moment, but will still dream of their doom when they next sleep (should they survive
that long). Victims that learn of their death have a wide range of reactions - from attempting to slay
their future killer if their death was violent, or to learn about and make amends for any mistakes they
might have made to put their life in jeopardy, or simply falling into despair, depending on the target's
nature. The Sidereal does not share in her target's vision. Conclusive Wisdom has no effect on beings
outside of fate.
Unfailing Awareness
Cost: (+4m)
Minimums: Awareness 4, Essence 2
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Fine Grain Detection, Outsider Detection Prana
As the agents who set fate-snarls and aberrations aright, the Sidereal must find what even the
gods have missed. By spending 4 extra motes, the Sidereal can enhance her Life and Death Scan with a
non-Charm success. Unfailing Awareness is stackable [Sidereal's Essence] times.
Brawl
Horrific Wreath
Cost: 2m
Minimums: Brawl 1, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The Sidereal's fists, smashfists or other Brawl-tagged weapon are surrounded by the mirrored
Essence of those she attempts to strike or parry - the better to defeat them, and show their shortcomings
to the world. Demons produce a green fire, undead a white wisp, the Fair Folk the chaotic emanations
of Wyld energy, mortals are struck with clay, the Solars with light echoing the Daystar, Lunars with
moonlight, and another member of the Fivescore Fellowship with starlight. When so enhanced, the
Sidereal lowers the target number on non-Grapple Brawl rolls by 1 (usually from 7 to 6) or raises her
Brawl-derived Parry by 1 non-Charm success.
As a side-effect, demons Incapacited with Horrific Wreath are banished back to Malfeas, ghosts
are reformed among their fetters, the Fair Folk are instantly reborn in their home waypoint, gods
instantly resuscitate in their sanctum, mortals and Exalts alike fill their Incapacitated health level with
bashing even if the strike was made with lethal or aggravated source or if bashing damage would
upgrade that health level to lethal. Their own Essence refuses to end their story.
Death-Parrying Stroke
Cost: 2m, 1wp
Minimums: Brawl 3, Essence 2
Type: Reflexive
Keywords: Decisive-only, Counterattack
Duration: Instant
Prerequisite Charms: Joy in Adversity Stance
When death comes for the Sidereal, she may bat it away with her own lethal intent. She may
perform a Clash against her opponent without consuming her combat action for the round. This Clash
is effective on attacks from any range, but she may only damage her foes who launch ranged attacks
out to Short range, as the Sidereal can accurately deflect projectiles only so far.
Life-Severing Strike
Cost: 10m, 1wp
Minimums: Brawl 4, Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Crimson Palm Counterstrike
Should the Sidereal land her decisive strike, she gains 1 automatic success on the Initiative roll
to damage her opponent. If she fills that target's Incapacitated level with damage, she gains 1 temporary
willpower, and adds Initiative equal to her damage dealt to her base Initiative.
Unobstructed Blow
Cost: 5m, 1wp, 1bhlvl
Minimums: Brawl 5, Essence 3
Type: Supplemental
Keywords: Dual, Prayer Strip
Duration: Instant
Prerequisite Charms: None
Once per scene, the Sidereal may strike her opponent with nothing impeding the fated strike.
She launches an unparryable attack that ignores all soak and hardness, which incidentally leaves a copy
of the Scripture of the Expectant Maiden in the target's vicinity.
Unobstructed Blow may be reset by the Sidereal landing a decisive strike on an opponent while
she has 10+ Initiative and failing to overcome her target's hardness.
Metal Storm
Cost: 7m
Minimums: Brawl 1, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Star Baby Tar
As inescapable as the storm, as hard as metal bars caging him, the victim of the Sidereal's
grapple falls prey to the vice-locks of her limbs. She gains 1 non-Charm success on her control roll, and
her opponent takes a penalty to their control roll equal to the absolute difference in their Essences. This
Charm can supplement actions from other Abilities.
Tolerant Strife
Cost: 10m
Minimums: Brawl 1, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Star Baby Tar
The Sidereal learns to control the battlefield as easily as she might headlock a foe. Once per
scene, when activating Tolerant Strife, she rolls Join Battle, adding the result to her current Initiative.
She may only spend peripheral motes to power this Charm, and it may never gain the Mute tag.
Tolerant Strife may be reset by learning the flow of battle anew - any time the Sidereal executes
an Initiative Shift, Tolerant Strife resets.
Bureaucracy
Honest Price
Cost: -
Minimums: Bureaucracy 1, Essence 1
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
When the Sidereal would roll to bargain for a fair trade, or to attempt to follow established law,
process, or norm, or to improve the functioning of a bureaucratic polity (from the local police force
through the Scarlet Empress' magistrates, from the Imperial Post to the messengers of Celeran, from the
markets of Nexus to the farthest Threshold trading post), she reduces the target number of the
Bureaucracy roll by 1 (usually from 7 to 6). Her honest attempts at the proper flow of the institutions
with which she interacts are smiled upon by heaven.
Icy Hand
Cost: 1m
Minimums: Bureaucracy 2, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Honest Price
Even if all of heaven and earth were administered by corrupt women and men exploiting corrupt
systems, the Sidereal could find the one honest bureaucrat to take her request. When interacting with a
bureaucratic polity or purchasing goods or services, she finds an honest broker for her interaction.
While this ensures that the Sidereal receives a fair hearing, it also forecloses any attempt at bribery to
aid the Sidereal's case.
Heavenly Swindle
Cost: -
Minimums: Bureaucracy 1, Essence 1
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
When the Sidereal would roll to bargain for a unfair trade, or to attempt to subvert established
law, process, or norm, or to delay or derail the functioning of a bureaucratic polity, she reduces the
target number of the Bureaucracy roll by 1 (usually from 7 to 6). She may use her connection to the
Loom of Fate to cut the line, to skip the form, to produce a waiver whenever she interacts with an
institution.
Terminal Sanction
Cost: 8m, 1wp
Minimums: Bureaucracy 3, Essence 1
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Heavenly Swindle
Every spirit has a place in the hierarchy, and Terminal Sanction allows the Sidereal to attempt to
pull rank. Roll [Manipulation+Bureaucracy] with a specialty of hierarchies against the spirit's Essence,
targeting a spirit in the scene. Due to the Yozi's surrender oaths, add [Essence] automatic successes to
this roll against demons. Should the Sidereal fail, the spirit is compelled to manifest if he is
dematerialized, and remain so for the rest of the scene. Should she succeed, the spirit may remain
dematerailized, and the Sidereal chooses one of the following effects:
The spirit is compelled to manifest if he is dematerialized, and remain so for the rest of the
scene.
The Sidereal can destroy the spirit permanently if he dies in the scene, with no hope of
resuscitation at its sanctum (or back in Malfeas).
She could bind the spirit to her service if he dies in the scene, either to one task of indefinite
duration or general obedience for one year and one day, beginning from that spirit's resuscitation in
their sanctum (or back in Malfeas) which happens immediately.
She can bind the spirit’s Essence into an object if he dies in a scene, imprisoning him for a year
and a day, after which he resuscitates in his sanctum.
If the spirit dies in the scene, the Sidereal can simply let the spirit reform in his sanctum
following the normal timing, knowing full well what the Sidereal could have done to him.
Stardust Ledgers
Cost: -
Minimums: Bureaucracy 2, Essence 1
Type: Permanent
Keywords: Fate
Duration: Permanent
Prerequisite Charms: Heavenly Swindle
Always masquerading in style, the Sidereal benefits from her [Essence] in free Resource
background dots whenever she crafts a Resplendent Destiny, and adds such a bonus to any current
Resplendent Destinies when she learns Stardust Ledgers. Whoever she might need to pay 'remembers'
a debt they owe to the Sidereal's Resplendent Destiny, and agrees to count the value of the goods
against that obligation.
The memory works on any target. Should the swindled check their ledgers, those records will
agree with the recollection, having been altered by the patternspiders so long as the ledger is tied to
Fate. Fateless ledgers are beyond the patternspider's ability to provide written alibi to the Sidereal's
financial lies.
Jadedust Promises
Cost: - (+1 wp)
Minimums: Bureaucracy 4, Essence 2
Type: Permanent
Keywords: Fate, Destiny
Duration: Permanent
Prerequisite Charms: Heavenly Swindle
The Sidereal's Resplendent Destinies may gain [Essence x2] free Resource background dots
instead of [Essence] from Stardust Ledgers with an additional willpower spent at the time of crafting.
Resource Background dots in excess of 5 are represented as entirely separate Resources 5 Merits.
Merchant Princes remember the Resplendent Destiny's early investment in their caravan, kings recall
critical war funding provided, and bureaucrats of the Thousand Scales find all the proper forms in order
to withdraw whole talents of jade from the imperial vaults.
Wealth on this scale can make paupers of even the richest men, often derailing their destinies. A
wise Sidereal uses this power to right what has been knocked off course by agents outside of Fate. Part
of the Resplendent Destinies who are 'known' to have such wealth are expectations that they spend it,
and as such Sidereals are constantly offered services, goods, and investment opportunities while they
fool onlookers. Living below the means associated with their Resources Merit invokes suspicion,
allowing an onlooker to retry piercing their Resplendent Destiny disguise without penalty.
Examples: Castellan of the Eighth House is an Essence 3 Sidereal who knows Jadedust
Promises. Any Resplendent Destiny he crafts gains two Resources 5 Merits for free. Holok is an
Essence 8 Sidereal elder who knows Jadedust Promises. Any Resplendent Destiny he crafts has 12
Resources 5 Merits.
Sanctum Authorization
Cost: 10m
Minimums: Bureaucracy 4, Essence 2
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Terminal Sanction
Citing an existing Cult and a plot of land or sea either in Creation or Yu-Shan, the Sidereal
constructs a sanctum for a given spirit, and diverts part of that existing cult to worship the spirit to
cement the sanctum's power. How much of the cult is diverted is determined by a
[Manipulation+Bureaucracy] roll, with 1 success diverting 1 dot (not affecting the original Cult) , 5
successes splitting the Cult dots evenly, and 10 successes completely converting the cult. Assuming the
Cult was praying to a spirit in either the Terrestrial Bureaucracy or the Celestial Order, they are
informed of the change by the Bureau of Destiny, typically earning the Sidereal a rival god with a
grudge. Cults who pray to demons or non-spirit targets like Exalts are less capable of retaliation due to
being less aware of the interference to their worshipers.
End Debate
Cost: 10m, 1wp, 1bhlvl
Minimums: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Psyche, Prayer Strip
Duration: Instant
Prerequisite Charms: Paralyzed Mandarin Infliction
The Sidereal activates this Charm using a prayer strip marked with the Scripture of the
Maiden’s Promise. When she infuses the strip with Essence and casts it on the ground, the strip
explodes in a flash of amethyst light. While the Sidereal herself is immune to the effect, all the people
present feels an unnatural mental influence to cease their arguing over whatever they disagree about. A
customer would stop haggling with the vendor and just split the difference between the listed price and
what he wanted to pay before, which the vendor would gladly accept just to make a sale. Two rowdy
street gangs would decide to just let this turf squabble go this time and move off in separate directions.
The senators of the Lesser House of the Deliberative would cease their civilized bickering and just put
the contentious issue to a vote.
Characters with a higher Essence than the Sidereal are immune to the effect, but they cannot
force affected characters to continue arguing. Individuals can resist the Charm by spending three
Willpower or citing a Defining Intimacy that opposes the brokered peace.
Twice-Felt Attachment
Cost: 2m
Minimums: Integrity 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Maiden's Threads Unbowed
Once per scene, the Sidereal can cite an Intimacy in a decision point even if she used that
Intimacy to modify her Resolve or previously cited that Intimacy in a decision point in the scene.
Creation-Preserving Will
Cost: 10m, 1wp
Minimums: Integrity 4, Essence 2
Type: Simple
Keywords: Fate
Duration: Indefinite
Prerequisite Charms: Preservation of Celestial Order
By sheer force of will, the Sidereal forces the area around her to conform to the dictates of fate.
When the character enters the Wyld, the Underworld, or Malfeas, she carries a measure of Creation
with her. Neither the character nor anything within 10 yards of her suffers the effects of exposure to
these alien realms. Creation-Preserving Will does not protect against physical or magical dangers such
as Wyld-beasts, the acidic waves of the demon-ocean Kimbery or attacks by ghosts, but characters
avoid Wyld mutation. They recover Essence in the Underworld as they would in Creation.
Unhearing Dedication
Cost: -
Minimums: Integrity 4, Essence 3
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Unwavering Well-Being Meditation or Creation-Preserving Will
Once the Sidereal learns the fated death day of someone, her nature strengthens every attempt to
see fate through. While acting to preserve or destroy the being whose thread length she knows, she
gains 1 non-Charm bonus to static values (such as to Resolve to resist influence to protect or harm the
person, or Parry to Defend Other the person) and she reduces her target number by 1 (usually from 7 to
6) unless her target number is already 1, in which case she lowers her double number by 1 (usually
from 10 to 9) for actions taken in the furtherance of said fate (such as a Disengage or resisting a grapple
from a third party keeping her from harming someone who has lived beyond their time, or directly
striking the fate-breaker). Unhearing Dedication can enhance rolls and static values from other
Abilities.
Actually learning a person's fated death day is left to other means.
By Essence Denied
Cost: -
Minimums: Integrity 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any 5 Integrity Charms
The Sidereal ignores Charm limitations when spending Essence to increase her Resolve. In
effect, any increase to Resolve becomes a non-Charm bonus.
Fate Overhead
Cost: -
Minimums: Integrity 5, Essence 1
Type: Permanent
Keywords: Fate
Duration: Permanent
Prerequisite Charms: Any Integrity Charm
Any time the Sidereal can sense the night sky of Creation, or the Loom of Fate in Yu-Shan, or
the Calendar of Setesh in the Underworld, she gains +1 Resolve. She knows there is a plan for her, for
you, for everyone, and that she is righteous in pursuing it.
Medicine
The Patient Before You
Cost: 1m
Minimums: Medicine 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Whenever the Sidereal treats a patient directly, lower the target number by 1 (usually from 7 to
6). This bonus does not apply to finding medical supplies, or preparing medicine, including Fate
Tinctures.
Heavenly Bargain
Cost: 10m, 1wp, 1bhlvl
Minimums: Medicine 4, Essence 2
Type: Simple
Keywords: Fate, Prayer Strip
Duration: Indefinite
Prerequisite Charms: Wave and Depths Bargain, Flame and Spark Bargain, Cloud and Thunder
Bargain, Stone and Clay Bargain, Root and Bulb Bargain
The Sidereal summons the god most suited to preserve the life and health of her patient, which
can be herself, through their current circumstances. If she is treating the aftermath of an infectious
disease, a health spirit will appear to ward and treat her. If she plans on fighting armies single-handedly,
a yojimbo spirit will appear to be her shieldmaiden. If she is sneaking through the demon city, a
spymaster spirit already in Malfeas will appear to help her remain undetected. If she is grievously
wounded, the healer spirit will bless her wounds closed. The spirit gains a Defining Intimacy of
'Preserve the life of the patient' until the patient's fated day of death, when it is replaced by 'Ensure the
patient dies today.' Heavenly Bargain does not function on beings outside of Fate.
Once the patient's current dramatic circumstances are over, such as an infection clearing the
body or the lethal intent has been dealt with, the spirit is free of its contract and goes back to its normal
duties (though if the Sidereal maintains the mote commitment, another spirit will appear, suitable to the
Sidereal patient's next predicament, when that arises). The Sidereal can only have 1 spirit bound in this
way.
The spirit is typically the Sidereal's own Essence, and has [Essence]+4 dice for all actions and
([Essence]+4)/2 for static values except for his area of specialty, where he has [Essence]+10 dice and 5
for static values, with a spirit Excellency that can channel [Essence] dice at 1m/die. It has a pool of
[Essence]x10 motes. It knows the Materialize Charm (which costs half of its motes), and a Bless
Charm (+1 die or static value, Indefinite) and Curse Charm (-1 die or static value, Indefinite) relevant
to its domain, as well as Taste the Wind (able to understand the nature of beings in its vicinity and
domain). The Maidens authorized this Charm after the creation of sorcery, to prevent their Chosen from
summoning demons to enforce fate and all the tangential chaos they cause, and to keep gods' own
powers employed to the proper endings ordained by fate.
Elemental Medium
Cost: -
Minimums: Medicine 3, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any of (Wave and Depths Bargain) or (Cloud and Thunder Bargain) or (Root and
Bulb Bargain)
The die pools enhanced by the prerequisites lower their target number by 1 (usually from 7 to
6). Further, those pools are now possible to enhance with a reflexive application of The Patient Before
You whenever they are rolled, so long as the patient is within range of the Sidereal's senses.
Deferred Wounds
Cost: 5m
Minimums: Medicine 4, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: The Patient Before You
While treating a patient in dramatic time, the Sidereal can push some wounds into the future, to
allow them to live well today. Roll Wits+Medicine at a penalty of the target's own current wound
penalty; the successes can be spent to delay wounds for a day, at 1 health level per success. If the
Sidereal rolls more successes than the patient has wounds to displace in time, she may spend those
extra successes eliminating wounds entirely, at 1 health level per success. The Sidereal picks which
wounds are delayed and which are healed, if the patient has health levels of different penalty categories
to choose from.
Field Dressing
Cost: - (+3m)
Minimums: Medicine 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Deferred Wounds
The Sidereal may spend 3 additional motes when activating Deferred Wounds to reduce the
time spent treating the patient from dramatic time to a miscellaneous action. The Sidereal still needs
proper supplies and physical access to the patient, but spends remarkably little time treating them for
the efficaciousness of the intervention. This acceleration can be used once per scene and does not have
a native reset condition.
Fate-Woven Tissue
Cost: - (+1wp)
Minimums: Medicine 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Deferred Wounds
The Sidereal may spend an additional willpower when activating Deferred Wounds to lower
their target number by 1 (usually from 7 to 6), reduce penalties to the roll by [Sidereal's Essence], and
gain 1 non-Charm success. The Sidereal can simply massage the chakras of the patient to encourage the
body to mend itself.
God-Touch Healing
Cost: - (+10m)
Minimums: Medicine 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Deferred Wounds
The Sidereal may spend 10 additional motes when activating Deferred Wounds to act at a
distance with her healing powers. The Sidereal must either be able to sense the patient, or be
manipulating the patient's thread in the Loom of Fate, but can otherwise remain undetected while she
works her magic (Stealth or Larceny rolls can be maintained).
Miracle Satchel
Cost: -
Minimums: Medicine 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Water to Celestial Wine
The Sidereal may have [Essence*2 or 5, whichever is higher] Fate Tinctures prepared.
Bottomless Tinctures
Cost: -
Minimums: Medicine 2, Essence 1
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Water to Celestial Wine
The Sidereal's Fate Tinctures have infinite doses. The death of a Sidereal or spreading her
Essence to a new Fate Tincture can end the effect, but absent other magic, the bottle she blesses
becomes an Artifact to dazzle mortals and Exalted alike. A town may prosper under the holy water of a
Sidereal's blessing, altering their destinies towards good health and long life, but the disease spirits will
know who to blame.
A Single Wave
Cost: 6m
Minimums: Medicine 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Water to Celestial Wine
The Sidereal can prepare a Fate Tincture in a miscellaneous action instead of narrative time with
the help of A Single Wave.