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Sidereal Jumpstart 2.1

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0% found this document useful (0 votes)
342 views

Sidereal Jumpstart 2.1

Uploaded by

J
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sidereal

Jumpstart

By Tikor, Honored Functionary of the Bureau of Destiny, Division of Journeys


Credits
Writer: Matt Jones (a.k.a. Tikor)
Developer: Matt Jones (a.k.a. Tikor)
Editor: Xaun

Artists: White Wolf Art Pack

Playtesters: Hilldog, Feantari

Release 2021

Portions of the materials are the copyrights and trademarks of Paradox Interactive AB, and are used
with permission. All rights reserved. For more information please visit worldofdarkness.com.

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.

Sutras (Student and Elder)


All Sidereals gain the Martial Artist Merit for free, and do not suffer from the Terrestrial
keyword's restrictions, but that is the first step in the path to using their bodies as weapons deadlier than
swords. As the Sidereal cultivates her own Essence, her innate ability to master the martial arts grows:
each Sidereal may harmonize with [Essence] sutras. Sutras are short sayings that aid in the training of
the martial arts. Most martial artists can find them helpful in training, but a Sidereal can empower
them as prophecy in her ability to effortlessly execute a given style.
She may align her soul with the student sutra of a style; this unlocks the Mastery effects of a
given style. After she has the student sutra of a style active, she may internalize elder sutras of that
style to gain the following effects in any order (each effect being a separate sutra):
The Sidereal Elder Sutra reduces the target number of rolls associated with that style by 1
(typically from 7 to 6).
The Elder Sutra of Preservation raises static values derived from that Style by +1 as a non-
Charm bonus.
The Effortless Elder Sutra reduces the mote costs of that style's Charms by 1.
The Will-bound Elder Sutra reduces the willpower costs of that style's Charms by 1.
The Elder Sutra of Conserved Advantage reduces the Initiative costs of that style's Charms by
1.
The Bloodless Elder Sutra reduces the health level costs of that style's Charms by 1.
The Timeless Elder Sutra changes that style's Form charm to Reflexive.
Student as well as elder sutras, have unique stanzas for each martial arts style. The student sutras for
the Immaculte styles are embedded into the Immaculate scripture in High Realm, while many styles
from the First Age have their Old Realm sutras etched in jade and placed on display in the Crimson
Panoply of Victory. Recognizing a sutra as such is a difficulty 1 Intelligence+Linguistics roll, but this
roll suffers a -5 penalty if the reader is unaware that martial arts sutras exist. Translating a sutra for a
layman is again Intelligence+Linguistics at difficulty 1 if the reader knows both languages, but most
Sidereal sifus demand their students learn the timeless Old Realm phonetics.
With a few hours of effort spent gazing at the constellation of the Crow while repeating a sutra
to herself repeatedly, she may shift which sutras of which styles that she allows her Sidereal nature to
empower. This is most easily done in Creation, as the Crow is visible in Yu-Shan's sky only when the
Maiden of Battles leads the Games of Divinity, and odder places need occult means to view Creation's
stars. Styles that do not have Mastery effects still require the student sutra be known before learning
elder sutras. However, instead of Mastery effects, the student sutras of these styles grant some other
characteristic effects as if they were Sidereal-only Mastery effects. Below are a few examples:
Air/Earth/Fire/Water/Wood Dragon Styles: While in the Form Charm of one of these styles, the
Sidereal gains the benefits of being in or expending the associated elemental aura for the purposes of
enhancing Charms of that style.
Example: Wind Dragon Speed (Dragon-Blooded 3e page 287) says "In Air Aura, the
Immaculate may flurry a disengage with an aim action. This allows her to move and aim on the same
turn, but only benefits Air Dragon attacks." With the student sutra of Air Dragon Style active and Air
Dragon Form active, the Sidereal gains this effect even though she is not in Air Aura.
Example: Essence-Igniting Nerve Strike (Dragon-Blooded 3e page 294) says "The Immaculate
may expend her Fire Aura to gain the full amount of Initiative from the damage roll." With the student
sutra of Fire Dragon Style active and Fire Dragon Form active, the Sidereal gains this effect even
though she does not have a Fire Aura to expend. Afterwards, her Fire Dragon Style Charms are still
enhanced as if she were in Fire Aura.

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.

Paradox cannot be lowered below 0.

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.

Caste Abilities and Animas


Journeys Caste
Caste Abilities: Resistance, Ride, Sail, Survival, and Thrown
Able to alter the fleetness of her feet, steed, or vessel with fate, a Chosen of Mercury may have
the target number of all her movement rolls 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. She may alternatively hinder a foe, raising
their target number by 1 for movement actions for 1 tick.
Charting a course is child's play to Mercury's Chosen; a Journeys Caste reduces her target
number by 1 when she creates a Star Chart.

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.

New Charm Keywords


Fate: This Charm is limited by the Loom of Fate's influence in some way described inside the
Charm's text. Should the Loom be damaged or destroyed, these Charms fail to function at all until a
suitable repair or replacement is found. Some Sidereals might use Charms such as to Of Horrors Best
Unknown to adopt another Fate-like construct such as Autochthon's Core or the Calendar of Satesh
which changes the effects of the Fate keyword to that new domain.
Destiny: This Charm reveals, creates, or alters a destiny, or causes such a disturbance that it is
likely to do so. The intent or result of these Charms' usage, or the knowledge they create, can influence
a Sidereal's Paradox, but does not necessarily do so (such as when the target is outside of Fate, or when
the Sidereal uses the Charm to restore her target to his proper destiny).
Prayer Strip: This Charm manifests a scripture of the Maidens as part of its effects. The
prayer strip need not be prepared beforehand; it spontaneously appears already scribed in the Sidereal's
own hand, providing a clue as to who enacted or is affected by the Charm, as well as an arcane link for
sorcerous effects.
Character Creation, Traits, and
Character Advancement
Character Creation
Sidereal character creation follows the rules for Solars in Exalted pages 120-131 with the
following changes:

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.

Step 6: Intimacies and Limit Trigger


Sidereals do not have a Limit Trigger or Limit Track. Instead, they have a Paradox Track.

Step 8: Finishing Touches


A Sidereal's personal pool of Essence equals [1xEssence]+10. Their peripheral pool equals
[6xEssence]+25. Typical Sidereal campaigns start at Essence 1. There is not a moment to waste of a
Sidereal agent's useful time - once they take the second breath, they are on the clock.

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.

Optimistic Security Practice


Cost: 2m
Minimums: Resistance 3, Essence 1
Type: Reflexive
Keywords: Withering-Only
Duration: Instant
Prerequisite Charms: None
Young Sidereals sometimes believe that their enemies' weapons cannot hurt them. Sidereals are
simply lucky enough to remain enchanted with the idea for a few years.
When the Sidereal is the target of a withering attack while she wears armor, she may activate
Optimistic Security Practice prior to the strike roll of her opponent to increase the target number of the
withering damage roll by 1 (typically from 7 to 8). If she is currently without armor, she instead
increases the target number of the withering damage roll by 2 (typically from 7 to 9).
Should an opponent have double 8's for withering damage rolls, and the Sidereal attempt to
increase the target number to 9, these effects cancel each other. Such an opponent would have double
9's, and a target number of 8.

Hedged Bets Defense


Cost: 2m
Minimums: Resistance 3, Essence 1
Type: Reflexive
Keywords: Withering-Only
Duration: Instant
Prerequisite Charms: Optimistic Security Practice
Having wizened up from prior battles, the Sidereal can utilize armor more effectively - even
armor she has not foreseen to wear. While wearing armor, the Sidereal can add her [Resistance] to her
armored soak with Hedged Bets Defense before the strike roll of her opponent.
When not wearing armor, she may soak the blow as if she were wearing armor, adding the
following soak values as armored soak in addition to other sources of soak (such as natural soak from
her Stamina):
Essence 1: 3 soak (light mundane armor)
Essence 2: 5 soak (medium mundane armor)
Essence 3: 7 soak (heavy mundane armor)
Essence 4: 8 soak (medium artifact armor)
Essence 5+: 11 soak (heavy artifact armor)
This source of armor does not interfere with martial arts styles that forbid armor - it is an
instantaneous work of the Sidereal's Essence, not a restrictive set of clothing.

Water and Fire Treaty


Cost: 5m, 1wp, 1bhlvl
Minimums: Resistance 2, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Ox-Body Technique
Naming an Elemental Pole, the Sidereal draws on spirit laws dating back to the preparation for
the Primordial War. By paying in will, motes, and blood, the Sidereal gains the Touch of Eternity
known by that Dragon of Gaia, gaining complete immunity for themselves and their belongings from
attacks and environmental hazards that are primarily made from that element; nothing within that
specific dragon's domain can harm them. They could walk through a bonfire while wrestling a flame
elemental, they could fall from heaven itself and be warmly embraced by the earth, they could be
beaten by a dozen wooden batons and earn no bruises, they could be crushed by a tidal wave yet not
even sway from the force of the water, they could be struck by lightning and not darken their favorite
white shirt.
Attacks that have dual natures - such as a wooden arrow that is on fire - are only partially
negated. While under Hesiesh's protection, any benefit of the flame on the arrow is negated by Water
and Fire Treaty, but the Sidereal is pierced by the arrow all the same. Water and Fire Treaty is not
stackable.
For the duration of the Charm, a signet burns/swirls/churns/crumbles/grows out of their central
chest chakra, imposing a -3 penalty to disguise (due to the moving mass below their clothing) and a -3
penalty to stealth (as the moving elements emit characteristic sounds).

Moon and Stars Truce


Cost: 5m, 1wp, 1bhlvl
Minimums: Resistance 2, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Ox-Body Technique
The moon and the stars share the same night sky, yet they somehow both shine. While Luna
rules the boundaries between Creation and other Realms, she cedes the interior to the Maidens each
month. The Sidereal can name another Realm, citing one of the few elements of predictability Luna has
accepted in her time uncounted, and benefit from her fickle touch. So long as the will, motes, and blood
are paid, environmental hazards and attacks born of that Realm cannot harm the Sidereal under Luna's
protection. The Wyld, the Underworld, Malfeas, even Yu-Shan or Autochthonia are all possibilities.
Attacks that have dual natures - such as a sword forged in Creation swung by a Fae - are only
partially negated. While under Luna's protection, the Fae's strength cannot aid his blows against the
Sidereal, but the Sidereal must still content with creation's own sword as if it were swinging of its own
accord. Moon and Stars Truce is not stackable.
For the duration of the Charm, one of Luna's many symbols appears above the Sidereal's central
chest chakra. Which symbol varies from call to call, as they correspond to the thousand faces under
which Luna gains worship. This symbol imposes a -3 penalty to disguise and stealth, as the moonlight
filters through most coverings.

Law Binds the King of Heaven


Cost: 5m, 1wp, 1bhlvl
Minimums: Resistance 3, Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Water and Fire Treaty, Moon and Stars Truce
What the Unconquered Sun decrees cannot be unmade, as many Creatures of Darkness have
lamented. Even when the Unconquered Sun decrees a limit to his own power, reality bends to carry out
the proclamations of Ignis Divine. By the Sidereal's will, motes, and blood, she can cite the Sun's
proclamation of solidarity sworn before the start of the Primordial War, and gain immunity to any being
who accepts a place in heaven's own hierarchy. From the Incarnae to the heads of each Bureau, from
the Censors to the lowliest Terrestrial Spirit, the Sidereal gains bureaucratic immunity similar to the
diplomatic immunity enjoyed by the Eclipse Caste. She cannot be harmed or harassed until she breaks
the peace by attempting to harm such spirits, or if she breaks heavenly law in their presence. Dropping
this Charm's commitment and re-activating it can reset such breaches.
Beings of immense power often have the means to bring their non-spirit allies to bear should a
Sidereal make a nuisance of herself with this Charm. And truly desperate spirits may renounce their
heavenly sinecures to surprise an unsuspecting Sidereal with their ability to harm. Spirits who lose their
office this way have been quickly reinstated if their former and future superior bears the Sidereal ill-
will; though superiors who favor the Sidereal agents of heaven often ensure underlings who devalue
their posts by abandoning them wallow in unemployed obscurity.
Unlike the prerequisite Charms for Law Binds the King of Heaven, attacks that have dual
natures are completely negated. Should a volcano spirit call up an eruption, the lava will have no effect
on the Sidereal, even though the lava is not the spirit. Should a god bless a mortal assassin sent after the
Sidereal, his knives cannot pierce her skin, even though the mortal holds no place in the hierarchy.
The Sidereal can choose the Solar Castemark that outshines her own on her forehead for the
duration of the Charm (her own will not appear regardless of her Anima level). The Castemark imposes
a -3 penalty to disguise and stealth.

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.)

Someone Else's Destiny


Cost: 4m
Minimums: Resistance 3, Essence 1
Type: Reflexive
Keywords: Fate, Destiny
Duration: Indefinite
Prerequisite Charms: Ox-Body Technique
When the Sidereal is exposed to a drug or poison, intentionally or unawares, she can lock it
away as a memorandum attached to her fate. While so locked, the drug or poison does not affect her,
but it is always there, waiting for the day that her commitment passes and the original fate inflicts itself
upon her. Some Sidereals simply wait until a more opportune time to be brought low by the drug or
poison presents itself, and suffer at a later date in safety.
Less compassionate Sidereals use the second part of this Charm - the ability to pass that
memorandum off onto someone else. By touching another being, she can pass the drug or poison to his
fate, whereby he immediately suffer the effects. This does not require consent; further, the touch could
be the casual brushing of elbows at a gala or the forceful application of fists in combat (a successful
withering or decisive unarmed attack). Some effect-being combinations, such as Jokun poison being
transferred to a Jokun, will not inconvenience the recipient at all. Others, such as Yozi venom on a
mortal, will likely kill them. Yet others are in between, such as deep alcoholic haze being transferred by
a caress. As a Sidereal, it is your place to choose.
Someone Else's Destiny is not stackable. A Sidereal who procrastinates offloading the drugs or
poisons suspended around her fate finds herself unable to avoid the next such assault.

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.

Heartless Maiden Trance


Cost: 8m
Minimums: Resistance 4, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Shield of Destiny
Reporting to the Golden Barque of the Heavens, the Sidereal places her own heart in the
Division of Journey's care. It is immediately whisked away, endlessly transferred from place to place
such that no enemy can find it to do the Sidereal harm.
While heartless, the Sidereal cannot suffer from wound penalties, poison or drug penalties,
disease penalties, or any other penalties related to bodily function. Further, she cannot respire Essence
naturally, such as over time or in combat (she still gains Essence granted from Charms), or willpower.
Any wounds she suffers will not heal, any poison will not clear her system, and disease will not be
fought by the body's natural defenses (instead festering until her heart returns). She cannot be knocked
unconscious or incapacitated; she does not feel pain, though she can still die.
Upon ceasing this Charm, her heart appears before her from Elsewhere. She need merely hold it
to her chest where it will reinstate itself. She begins to immediately respire Essence and willpower, and
can heal once again, but she also suffers any of the effects delayed by Heartless Maiden Trance.
Restarting the Charm requires a visit to Yu-Shan, so Ronin Sidereals must be capable of
sneaking through heaven's gates to make regular use of Heartless Maiden Trance.

Storm's Eye Stance


Cost: 10m, 1wp
Minimums: Resistance 5, Essence 4
Type: Simple
Keywords: Decisive-Only, Prayer Strip
Duration: Scene
Prerequisite Charms: Heartless Maiden Trance
Bearing the Scripture of the Eternal Maiden, the Sidereal ties her fate with everyone around her.
What she suffers they suffer.
Any character sharing a scene with the Sidereal who has activated Storm's Eye Stance suffers
any instance of damage the Sidereal suffers. The damage retains its type (bashing, lethal, aggravated).
Entire armies have been slain by a Chosen of the Maidens standing firmly behind her prayer strip,
taking a knife to her own body.
Friend and foe alike are harmed. For that reason, the Five Score Fellowship has been known to
either fiercely protect or swiftly abandon any of their fellows who bear the Scripture of the Eternal
Maiden.

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.

Auspicious Horse Boarding


Cost: 5m
Minimums: Ride 1, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: The Broken-in Saddle
No matter how unlikely, the Sidereal turns a corner and finds a mount suitable for her to ride in
her current environment. She may have to bargain for or steal the mount for her own use, or convince it
to accept her if it is sentient or hostile, but it is within easy reach. In the tree-cities of Halta, a san-beast
that strides the branches is saddled awaiting a rider just a branch above - no one happened to look up.
In the most desolate desert, an agatae has slipped through Cecelyne. In the frozen north, a Metagalapan
great hawk has been abandoned from some long-forgotten foray from its eastern home. On a western
isle, a cetacean beaches itself in some error of navigation.
If the Sidereal has a mount familiar suitable to carry her across her present terrain, the found
mount is her familiar, fed and well-rested. This happens even if the mount was left in another plane of
existence, such as Yu-Shan, when the Sidereal calls for her mount in Creation.
Auspicious Horse Boarding can be used multiple times in a scene to summon mounts for the
Sidereal's companions. However, it does nothing to aid the competency of her fellows' horsemanship,
or reduce the mount's difficulty to subdue on their behalf.

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.

First Meeting Of Flesh, Second of Fate


Cost: 10m
Minimums: Ride 2, Essence 2
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: Sunset Road
While observing a mount the Sidereal has never ridden, either in person, or remotely through
the Loom of Fate or another scrying effect, the Sidereal can twist her fate together with said mount.
Some scene in the future they will meet, and when they do the mount will know the Sidereal as his
master, his fated rider, no matter what form she takes (such as a Resplendent Destiny) - the mount gains
a Defining Intimacy of "Bear the Sidereal to their fate" and ignores the effects of Arcane Fate towards
the Sidereal. Ignore the restriction of The Broken-in Saddle on mounts prepared by First Meeting Of
Flesh, Second of Fate. If the mount is sentient, the mount's Resolve takes a -4 penalty towards the
Sidereal convincing the mount to bear her. It the mount is less than sentient, the difficulty of taming
the beast is lowered by 4.
Once they have ridden together, in the next scene the mount loses all of the effects of First
Meeting Of Flesh, Second of Fate. The mount may reassess whether to continue the relationship or to
part ways, especially if he was treated poorly.
First Meeting Of Flesh, Second of Fate is not stackable. Only a single mount can be bound to
the Sidereal's future.

Hooves Filling Future Tracks


Cost: 1m, 1wp
Minimums: Ride 3, Essence 2
Type: Supplemental
Keywords: Destiny
Duration: Instant
Prerequisite Charms: First Meeting Of Flesh, Second of Fate
When rolling a Star Chart for a rideable being (sentient or not), lower the target number by 1
(typically from 7 to 6). With any luck, his rider will benefit from the blessing, or listen to his trusty
companion as it communicates the place where the curse may be lifted.
The Star Chart can be rolled using either Ride or Sail and still benefit from Hooves Filling
Future Tracks.

Seconds Before the Starting Bell


Cost: -
Minimums: Ride 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: The Broken-in Saddle
Astride her mount, the Sidereal is preternaturally attuned to any race that may be afoot. Itching
to sally forth, she is forewarned on any extended roll requiring Ride, increasing the terminus of the
challenge by 1. She'll command her mount to leap forward in the proper direction before she knows the
destination herself. On extended contested rolls, the Sidereal gains a interval of rolling before her
opponent does; consider her opponent's roll successes for this pre-round to be 0 unless her opponent
knows similar interval-granting magic such as Seconds Before the Starting Bell.
This effect is automatic and free. The Sidereal can ignore her early warning in contexts where it
would be inappropriate to get a jump ahead of a race, such as a spectator sport, but observant onlookers
can see the Sidereal's knowledge flash across her face and posture if they beat her Guile with their
Read Intentions.

The Meeting Made or Unmade


Cost: 2m
Minimums: Ride 3, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Seconds Before the Starting Bell
The Sidereal impresses upon her mount a meeting she must make or miss. While traveling to
someone or evading something, or during a rush or disengage action, the Sidereal may lower her target
number by 1 (usually from 7 to 6). This effect may stack with both effects of The Broken-in Saddle.

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.

House of Broken Mirrors Armada


Cost: - (+5m)
Minimums: Sail 3, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mirror-Shattering Method
House of Broken Mirrors Armada upgrades its prerequisite, Mirror-Shattering Method. Any
vessel whose captain currently considers the Sidereal her admiral can benefit from the Charm if the
Sidereal spends an additional 5 motes upon activating Mirror-Shattering Method. The vessel the
Sidereal herself captains is always included for the duration of the Charm, but the other ships weave in
an out of the scope of the effect of House of Broken Mirrors Armada based on the changing loyalties of
the captains. Cautious (or paranoid) Sidereals have been known to scry their own ships just to hear the
Charm-generated notification as a way to judge the loyalties of their subordinate captains.

Salt Into Ash Sleight


Cost: 2m
Minimums: Sail 2, Essence 1
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: The Captain's Own Ship
The Sidereal glares or points imperiously at a troublesome water elemental, river god, sky-spirit
or similar vessel-obstructing spirit, radiating all the authority of the Maiden of Journeys. A yellow aura
surrounds the targeted spirit, and it suddenly remembers something important to do elsewhere. Perhaps
the spirit neglected to deliver a delinquent report to its superior. Perhaps an offering awaits the spirit at
a shrine downstream. Perhaps Mercury needs to speak to the spirit personally about a pressing matter.
This understanding is not false. A legitimate reason to be someplace else does occur to the troublesome
spirit, though the Sidereal doesn’t know what the reason is.
When this understanding comes upon the spirit, it is inspired to act on the understanding as if an
Inspire social action beat its Resolve (Exalted p. 217), and may target any spirit regardless of its
specific nature or actions. Vain spirits may choose the occurrence of an offering to appear before his
worshipers. Industrious spirits will respond to a delinquent report by getting right to work, while lazy
spirits may choose to hide from their superiors. All these responses have the commonality that they
remove the spirit from the Sidereal's presence.

Ash Into Salt Serendipity


Cost: 2m
Minimums: Sail 3, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Salt Into Ash Sleight
Upon recalling just the spirit the Sidereal needs to speak with, she says aloud the spirit's name,
title, or domain. That spirit remembers an urgent task, the completion of which takes her on a journey
that includes the Vizier's location. Sometime in the scene, the named spirit appears, and notices the
Vizier. How the spirit reacts to this event is up to the shared history between the spirit and the Sidereal.
Whether the Sidereal even notices the spirit is up to her powers of perception, especially of
dematerialized beings if she happens to be in Creation.
However, should they meet, the spirit will invariably have some task that draws him away. Treat
the task the Sidereal caused the spirit to remember as a Major Intimacy, one that would hinder attempts
to demand that spirit's time just this second... or put the Sidereal in the spirit's good graces should she
take the time to help her complete this important, hastily remembered job.

Someone Else's Storm


Cost: 5m
Minimums: Sail 1, Essence 1
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: The Captain's Own Ship
The Sidereal recognizes a mistake of the weather, or the swells of the ocean, or the damage to
her ship, or the damage to the ship's captain. None of these things could possibly hinder her, famed
sailor of the seas, as she rolls along to her destination. Instead, some lesser captain or crew suffers
instead. Eliminate all penalties to piloting the ship that bears the Sidereal, even if she is not currently
captaining the ship. These penalties are imposed on another ship or captain in the same plane of
existence. Creation's captains often complain of a phantom pain while they're at the wheel, which lets
up once they call on their crew to take over. The underworld's sailors are accosted by high chop that
ends a few yards from their hull. Gondolas along Yu-Shan's waterways suddenly take on water through
their intact hulls. Yu-Shan's gods are wise to the source of these disturbances, but for most they are
freak occurrences that defy explanation.

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.

Village on the Sea


Cost: 20m, 1wp, 1bhlvl
Minimums: Sail 3, Essence 3
Type: Supplemental
Keywords: Destiny
Duration: Instant
Prerequisite Charms: Stars to Steer By
The Sidereal can target a social unit to live under her blessing, or her curse, until such a time as
her work loses the binding of Fate or they make a group exodus to another place. For Star Charts that
have group targets, the successes spent on each purchase is multiplied by the unit's Size, so a handful of
people are as easy to sway as a single individual. Dozens or hundreds of individuals are difficult but
possible to sway for a short time or distance, greatly aided by this Charm's prerequisite. Entire nations
and other large groupings not appropriate for a single Size 5 group are beyond the scope of this Charm.

The Ship of State


Cost: - (+1 wp)
Minimums: Sail 6, Essence 6
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Village on the Sea
By expending an additional willpower when using Village on the Sea, the Charm expands to
encompass kingdoms with The Ship of State. The successes required by Star Charts for small
settlements such as the mining-camp city of Footstep are merely 6 times the cost. A grand city-state
such as Nexus requires 8 times the investment. The Realm in all its glory across the Blessed Isle and
beyond, or a Solar principality of old, requires 10 times the normal cost. World-spanning Star Charts
are yet beyond the scope of Ship-Sea of the Nation.
Few Sidereals take the trouble to craft such charts, unless they see Creation's ruin in prophecy
that they could steer a nation to prepare for or oppose. Many old enough to attempt it find the effects
lacking when compared to Solar Sorcery, or merely lobbying the gods of Destiny.

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.

Chart for Land, Sea, and Sky


Cost: -
Minimums: Sail 5, Ride 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal's Star Charts are no longer limited by the land, sea, or sky. She may use either Ride
or Sail to craft them, and they are universally applicable to the target's travels whether he walks on foot,
sails a sand ship, or journeys though Rakshastan on a Way grace.

Five Ordeals Odyssey


Cost: -
Minimums: Sail 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Stars to Steer By
The ability of the Vizier to travel is forever changed, or perhaps her local reality changes around
her. Whatever the source of causality, the Sidereal cannot take longer than five days to get anywhere, so
long as she sets out and does not sway from her course. This holds no matter which method she
chooses to travel, walking on her own bare feet, or flying a warstrider into pure chaos. Some savants
have theorized that the Maiden of Journeys generalized the binding of Cecelyne into all planes of
existence, and granted her Chosen the key. Others think this is evidence that all of reality is the
weaving of tiny spiders, each of a different lineage but all bound to Mercury's will, who can change the
rules of distance whenever they like, though that strain of thought does not get much credence outside
the Golden Baroque.
As the Sidereal walks, flies, or crawls, she meets with circumstances that deliver her within five
days to her destination. She may blink, and with her eyelids also blink out of reality, appearing right
where she meant to go on the timing of her last step of the fifth day - but with all of her possessions
scattered about her. She may find that the island she walks on was alive and swam her halfway across
the Great Western Ocean while she took a walk on an excessively windy beach, and is now ready to be
rid of her.
These circumstances have no guarantee to be pleasant for the Sidereal, but most are not
punitive, rather just odd. The oddness of the Sidereal's travels increases in proportion to the
outlandishness of a five day trip to her destination via her chosen method of travel. These ordeals are
often the talk around the Quintessence cooler, earning this Charm its name.
Five Fellows to the Ordeal
Cost: -
Minimums: Sail 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Five Ordeals Odyssey
The Sidereal can name five additional people who are granted the same maximum travel time so
long as they follow the Sidereal's path. She may change who she designates her fellow in this regard by
simply stating her permission to board her life's journey, or if they must walk out of her travels. Where
she leads, should they follow, will be arrived at before five days have passed. The Sidereal's fellows are
not spared her travel oddities.

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.

A Weave In From The Cold


Cost: -
Minimums: Survival 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: A Thread Lost Or Found
The Sidereal learns to expand her tracking and track covering abilities to any type of terrain and
all realms of existence, losing the Fate keyword. A Thread Lost Or Found now functions without the
limitation of wilderness locales in Creation (if known, so does Becoming the Wilderness). Further, she
can roll her Survival for tracking and obscuring her tracks even when another Ability (like
Investigation or Larceny in a city or Occult in Malfeas) might be more appropriate.

Becoming the Wilderness


Cost: 3m, 1wp
Minimums: Survival 3, Essence 1
Type: Supplemental
Keywords: Fate, Psyche
Duration: Instant
Prerequisite Charms: A Thread Lost Or Found
When attempting to cover her tracks while using A Thread Lost Or Found, the Sidereal
intertwines her own fate with that of the surroundings. All signs of her passage are easily explained by
the natural happenings of her surroundings - her scents are the sap of nearby trees, her footfalls the
shape of fallen limbs, sounds she makes are heard as birdsong. The Sidereal becomes impossible to
track conventionally, mundane attempts automatically fail - as do any attempts she makes to
communicate or engage in social influence without aid of the Psyche keyword. Only those with
supernatural prowess can hope to find the Chosen of the Maidens.

Dreaming the Wild Lands


Cost: 5m
Minimums: Survival 4, Essence 1
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: Becoming the Wilderness
The Sidereal gains the power to make alterations to her scenery similar to the way a Fair Folk
noble might change his surroundings in the Bordermarches. Relocating a tree or building, crumbling a
riverbank or scraping the soil away to reveal bedrock are all possible. Extremely large scenery pieces
such as mountains and lakes are outside the scope of this Charm.
Changing the scenery below someone's feet or dropping a tree on their head can harm or kill the
Sidereal's foes. The environmental hazard has a difficulty of the Sidereal's [Survival], and the
unfortunate caught in the trap must use [Wits+Dodge] to escape - though they gain bonus dice based on
the location (Creation's wilderness: +0 dice, Creation's civilized lands: +1 die, Yu-Shan: +2 dice, All
other locations: +3 dice). The damage is equal to the Sidereal's [Essence] in bashing damage and has no
Interval - it is only checked when the Sidereal activates the Charm in an offensive manner.
These alterations can change the flow of Essence in an area. Minor Manses or Demesnes can be
depowered by an application of this Charm, or restored to function if the problem is the result of
terrain-based Essence flow changes. Major Manses and Demesnes are outside the scope of Dreaming
the Wild Lands to alter.

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.

Neighborhood Relocation Scheme


Cost: - (+1wp)
Minimums: Survival 5, Essence 4
Type: Permanent
Keywords: Destiny, Fate
Duration: Permanent
Prerequisite Charms: Dreaming Big
Beyond mere scenery, the Sidereal can now move entire sections of Creation with all that dwells
therein (people, Manses, Sanctums, etc.) to another location. The territory’s original location swaps
with the moved section. The Loom is woven to account for the adjusted fates, typically causing stress
for the patternspiders assigned to both the old and the new location. To perceive that the new
arrangement is anything other than what has always been, a character must roll [Intelligence+Lore]
(with a specialty of Geography) at a difficulty of the Sidereal's [Survival+Essence]. Few even notice a
detail the pattern spiders missed to attempt such a feat, and only the most knowledgeable succeed. Most
citizens of the new and old locations simply go about their lives without ever imaging such a swap
could possibly take place.
Authorization forms through both the Bureau of Nature and the Bureau of Humanity are of
course a prerequisite for the proper application of this Charm. To forgo such paperwork and notification
contravenes the laws of heaven, and will draw affected spirits with loud complaints to the Sidereal's
next audit. Neighborhood Relocation Scheme has no effect on locations outside of Fate.

Fellowship With Fauna


Cost: 1m
Minimums: Survival 1, Essence 1
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charms: None
When working with animals - taming them, training them, hunting them, or simply avoiding
them, the Sidereal lowers her target number by 1 (usually from 7 to 6) or adds 1 non-Charm success to
a static value. Fellowship With Fauna can only enhance Survival rolls, however, so dodging a wild
animal in combat would not be affected.

Adopting the Untamed Face


Cost: 3m
Minimums: Survival 2, Essence 1
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Fellowship With Fauna
For a moment, an animal that can perceive the Sidereal treats that Chosen of the Maidens as a
peer of her own species. This allows the Sidereal to communicate to the animal psychically, allowing
the standard social actions (read intentions, bargain, persuade, threaten, inspire, and instill) without
onlookers being privy to the message. Extremely social animals such as a capybara may be very
inclined to cooperation, while territorial animals such as a badger may be if anything further incensed
at the intrusion to their space by a now-badger who was a moment ago merely another human.
Animals that are familiars should treat their masters as benefiting from a Defining Intimacy.
Similarly, animals suffering from pain, hunger, or disease will likely have Intimacy-like modifications
to their Resolve that may help or hinder the Sidereal's message. Training, such as 'listen to attack
commands' will likely appear as major Intimacies. In general, animals should be much more pliable to
bargain actions involving food than your average human, and prey animals should be especially
sensitive to threaten actions. Adopting the Untamed Face does not aid in the animal's intelligence or
ability to understand concepts, so while 'fetch this object' type favors can be easily bargained for from
dogs or crows, a lizard may be unpersuadable regarding a task that involves identifying, transporting,
and surrendering a specific object.
This Charm has no effect on most sentient animals, as they already view humanity as peers.
However, where those animals view humanity as inferior or superior - reduce the strength of that
Intimacy by 1 while using Adopting the Untamed Face.
Spirit Solidarity
Cost: -
Minimums: Survival 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fellowship With Fauna
Expand the scope of Fellowship With Fauna to all interactions dealing with animals, as well as
to spirits that govern nature or animals. This allows Fellowship With Fauna to enhance the rolls of
other Abilities, such as dodging or striking such animals or spirits. When attempting to gain
authorization for Sky and Rain Mantra, a Sidereal's caligraphy (using a Linguistics roll) could benefit.
When calling a spirit with Sky Spirit Demand, Fellowship With Fauna is now applicable.

Sky and Rain Mantra


Cost: 10m
Minimums: Survival 3, Essence 1
Type: Simple
Keywords: Destiny
Duration: One day
Prerequisite Charms: A Thread Lost Or Found
Weaving her own Essence to override the the Bureau of Nature's weather plan in an area, the
Sidereal can cause or subdue extreme weather. The weather must still be sensible, for example a dust
storm in the Eastern forests is too unlikely, but perfectly fine for the Southern deserts. A nail storm
would not suit the Imperial City, but would be unremarkable in the Wyld or Malfeas.
Unfortunates caught in the weather must roll [Stamina+Survival] to endure the environmental
hazard it creates. The difficulty is set by the Sidereal's own [Stamina+Survival] roll, the damage is the
Sidereal's [Essence] in bashing dice, and the Interval is one day. The Sidereal is not immune to her own
use of Sky and Rain Mantra.
Authorization forms through both the Bureau of Nature and the Bureau of Destiny are of course
a prerequisite for the proper application of this Charm in Creation. To forgo such paperwork and
notification contravenes the laws of heaven, and will draw affected spirits with loud complaints to the
Sidereal's next audit.

Sky Spirit Demand


Cost: 8m, 1wp
Minimums: Survival 4, Essence 2
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Sky and Rain Mantra
Calling out to the sky with words of contract, a wind elemental descends to the Sidereal to
answer the call. Typically only Creation will have wind elementals available to answer the call. The
wind elemental effectively becomes bound to the Sidereal as if she were the wind elemental's superior
in the heavenly order. The wind elemental can aid the Sidereal by carrying messages swiftly across to
sky, by acting as a guard or translator, be sent to call down destruction on armies or places, or blessing
endeavors related to flight. A single wind elemental cannot change the weather on his own - a team is
required for that purpose and is best arranged through Sky and Rain Mantra.
One of the common uses of this Charm is for the Sidereal to send the wind elemental to Yu-
Shan to fill out the paperwork required for Sky and Rain Mantra. The spirit gets to experience the
heavenly city, to sip quintessence and eat ambrosia, which usually compensates for the officework
required. Plus, a request by one of the spirits who will enact the change in plans undercuts the common
denial reason of overworking the terrestrial spirits.
The Essence of the wind elemental summoned depends on the Sidereal's successes on a
[Manipulation+Survival] roll - the Essence of the being is the successes divided by 2, round up. No
successes results in no spirit. Below are a few example spirits, but the particular type of spirit that
shows up is in the storyteller's hands.

QC wind elemental - Cloud Person (Essence 1-3):


Essence: (successes); Willpower: 5+[Essence]; Join Battle: 5+[Essence] dice
Personal Motes: 50+[10*Essence]
Health Levels: -0/-1x3/-2x3/-4/Incap.
Actions: Feats of Strength: 5+[Essence] dice (may attempt Strength [Essence] feats); Resist
Poison/Sickness: 9 dice; Senses: 9 dice; Threaten: 6 dice; Tracking: 10 dice
Appearance [Essence], Resolve [Essence], Guile 1
Combat
Attack (Punch): 8 dice (Damage 9, minimum 1)
Combat Movement: 15 dice, can fly
Evasion 4, Parry 1 (bashing only)
Soak/Hardness: 5+[Essence]/0

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.

QC wind elemental - Storm Serpent (Essence 4-6):


Essence: (successes); Willpower: 3+[Essence]; Join Battle: 3+[Essence] dice
Personal Motes: 50+[10*Essence]
Health Levels: -0/-1x6/-2x6/-4/Incap.
Actions: Feats of Strength: 10+[Essence] dice (may attempt Strength 5+[Essence] feats); Resist
Poison/Sickness: 15 dice; Senses: 4 dice; Threaten: 16 dice; Tracking: 5 dice
Appearance [Essence], Resolve [Essence], Guile 1
Combat
Attack (Slam): 8 dice (Damage 9, minimum 1)
Combat Movement: 8 dice, can fly
Evasion 1, Parry 0
Soak/Hardness: 15+[Essence]/[Essence]

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.

QC wind elemental - Singular Being (Essence 7-9):


Notes: At this Essence level, the spirit is a singular being - either the leader of a terrestrial spirit court
or a lesser elemental dragon, perhaps both. See Exalted, p. 521 for an example dragon, Fakharu.

QC wind elemental - Greater Elemental Dragon (Essence 10):


Unless a greater elemental dragon has been released upon the world, this result downgrades to the same
as Essence 7-9. Should a greater elemental dragon be loose, however, this could be one of the few ways
to lead them back to captivity without massive collateral damage.

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.

Wilderness Commanding Practice


Cost: 10m, 1wp, 1bhlvl
Minimums: Survival 5, Essence 4
Type: Simple
Keywords: Prayer Strip, Fate
Duration: Five days
Prerequisite Charms: Sky Spirit Demand
The Sidereal becomes aware of an area that is typically the jurisdiction of a wilderness spirit.
Roll a contested extended roll of [Essence+Survival] with a specialty of territorial control with a goal
of 5. The winner gains (or retains) powers similar to a god's perception of their domain. The loser is
temporarily blocked from such powers for the duration of 5 days. The Chosen of the Maidens may
attempt to usurp control of a city, but city gods are much enhanced by prayer and are likely to
successfully contest the Sidereal's authority. This Charm does not function outside of Creation.
Specifically, the Sidereal can make themselves perceived by an being in the area
(communicating via disembodied voice or by using Adopting the Untamed Face). She is supernaturally
aware of anyone within the domain, which usually results in an unrolled success should she choose to
track them. She may aid the Survival rolls of any being in her domain by adding three successes (such
as traversing or surviving within, or tracking an enemy through), or she may hinder him by three
successes. The Sidereal can aid or hinder herself if she is within the domain.

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.

Essence Thorn Practice


Cost: 5m
Minimums: Thrown 2, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Scene
Prerequisite Charms: Pain Amplification Stratagem
The Sidereal creates a bolt of light that matches her Anima in the shape of a javelin. She may
choose to make mortal weapons appear in her hands as she makes throwing motions for the rest of the
scene. They may be of any of the following configurations:

Light, Thrown (Long), Lethal, Mounted


Medium, Thrown (Medium), Lethal, Mounted
Heavy, Thrown (Short), Lethal
Once thrown, the projectile dissipates, though the wounds its leaves are real.

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).

Artifact Heavy, Thrown (Short), Bashing, Smashing, Special

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).

Life Gets Worse Approach


Cost: 3m
Minimums: Thrown 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Stackable
Duration: Indefinite (or until removed)
Prerequisite Charms: Pain Amplification Stratagem
The Vizier blesses her Thrown weapon with the Inferior Sign of the Gull, granting it a yellow
glow as it speeds towards her target. Should she deal that target at least one level of damage, the
Thrown weapon sticks to the target, where yellow tendrils pull in passing flying objects. Birds, insects -
or other ranged missiles. The target suffers an additional -1 onslaught penalty that only applies to
ranged attacks. The target can remove the offending enhanced projectile with a feat of Strength with a
difficulty of the Sidereal's [Thrown] (no Strength minimum).
There is no limit to the number of projectiles that can be affixed by Life Gets Worse Approach,
though the Sidereal must pay the mote commitment for each instance.

Willful Weapon Method


Cost: 4m, 1wp
Minimums: Thrown 4, Essence 2
Type: Simple
Keywords: Withering-only
Duration: Until next action
Prerequisite Charms: Life Gets Worse Approach
The Sidereal makes to throw her weapon, but tricks fate like she would a dog while playing
catch. Instead of her weapon, she casts its shadow at her foe, an unparryable missile (unless the target
can parry demateralized attacks). Should the shadow-weapon land, her real weapon disappears from the
Sidereal's hand and lands in the target. Should the shadow-weapon miss, it will loop around like a
boomerang and threaten the target again on the Sidereal's next action. Use the same Thrown die result
for each attack.

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.

Unrelenting Torrent Technique


Cost: 10m, 1wp, 1bhlvl
Minimums: Thrown 5, Essence 3
Type: Simple
Keywords: Uniform, Destiny, Prayer Strip
Duration: Scene
Prerequisite Charms: Willful Weapon Method
The Scripture of the Maiden and Shadow binds the Sidereal and her target within Extreme
range. The Sidereal no longer needs to take aim actions to throw projectiles at that target, and all the
Thrown ranges of her weapons are increased by one when she attacks that target. Her target gains a
Defining Intimacy "Kill she who bound me", the Sidereal gains "Kill my bound foe" while Unrelenting
Torrent Technique is active. Unrelenting Torrent Technique automatically ends if her bound foe's
Incapacitated health level is filled with lethal damage (whether or not that results in the foe's death).
Whenever the Sidereal takes damage, including the cost of activating Unrelenting Torrent
Technique, she may reflexively throw an Essence Thorn at her bound foe. Whenever the target takes
damage, the Sidereal must roll that many dice without double 10s, and she takes lethal damage equal to
the successes. This can trigger another reflexive Essence Thorn.
Charms for Charming Society
(Serenity)
Craft
Fate-Driven Craftsmanship
Cost: -
Minimums: Craft 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Sidereals make the world how it should be, using all that is as materials. Subtracting chance and
adding fate, their crafting methods reflect their worldview. When the Sidereal rolls Craft, lower the
target number by 1 (usually from 7 to 6).
This Charm is repurchasable; the Sidereal can learn the Charm up to 6 times. Each repurchase
of Fate-Driven Craftsmanship has a minimum Craft and Essence requirement 1 higher than the
previous purchase.

Resplendent Identity Weaving


Cost: 5m
Minimums: Craft-Essence 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Fate-Driven Craftsmanship
A Sidereal who knows this Charm makes a lasting second face to be worn about Creation.
When crafting a Resplendent Destiny, add [Essence] years to the duration before allocating successes.

Resplendent Reputation Tangles


Cost: 5m
Minimums: Craft-Essence 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Fate-Driven Craftsmanship
A Sidereal who knows this Charm can spin the threads of many others into her resulting fate-
woven disguise. When crafting a Resplendent Destiny, add [Essence] Merit dots before allocating
successes.

Winked New Face


Cost: 10m, 1wp
Minimums: Craft 3, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Resplendent Identity Weaving
Reduce the amount of time to complete the Basic project of Resplendent Destiny crafting to
Simple instead of narrative time.

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).

World-Shaping Artistic Motif


Cost: 3m
Minimums: Craft 4, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Elemental Vision
The Sidereal learns the patterns of fate around a particular circumstance so well that any time
she shapes something in that constellation, she savors the groove it makes in the future. When using a
Craft specialty, gain 1 non-Charm success each time you roll to finish the project. Also, reduce the
target number by 1. If 1's are already successes, reduce the number to double by 1 (usually from 10 to
9). See Exalted, p. 123 for specialty scope guidance.

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.

A Wonder in its Own Time


Cost: -
Minimums: Craft 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unobserved Implementation of Objectives
Any time a session ends and the Sidereal has a project in a major, superior, or legendary slot,
she may pick a project to gain 1 automatic success towards the goal number. This automatic success
does not cost craft xp to curate, and does not count against the terminus.
This Charm is repurchasable; the Sidereal can learn the Charm up to [Essence] times. However,
it is not stackable: multiple purchases increase the number of projects that gain a single success per
session. It is possible to start a project and complete it while never taking a roll to finish it. With this
Charm, the Sidereal simply states her intentions, and over time they come true.

Implicit Construction Methodology


Cost: 20m, 1wp, 1bhlvl
Minimums: Craft 5, Essence 3
Type: Permanent
Keywords: Prayer Strip
Duration: Permanent
Prerequisite Charms: A Wonder in its Own Time
Once per story, the Sidereal may gain [Essence+Craft]*2 successes toward the goal number of
an ongoing project instantly. This does not cost crafting xp to use, nor count towards the terminus of a
project.
The Sidereal's prayer strip, upon which is written the Scripture of Lover and Maiden, leaves her
hand and heads to her project, ordering the materials to assemble themselves.

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.

Pointed Swords Retreat


Cost: 5m
Minimums: Dodge 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Until next turn
Prerequisite Charms: Flawless Absence
Trading the future for the present, the Sidereal automatically succeeds on a Disengage action -
but she does not gain off-turn movement if her enemy chooses to later pursue her. Instead, should any
opponent she left Close range from enter Close again with her before her next turn, she may use any
Ability to launch a withering attack against them. This can cause multiple attacks, but only one attack
per enemy.

Star Floats in the Heavens


Cost: 5m
Minimums: Dodge 2, Essence 1
Type: Simple
Keywords: Uniform
Duration: Scene
Prerequisite Charms: Flawless Absence
The Sidereal alters the fate of her own Armor, and the material from which it is made becomes
light and mobile. Negate any mobility penalty to the Sidereal's Evasion or Athletics. As a special
activation rule, the Sidereal can activate this Charm on any mundane armor but must be resonant (see
Arms of the Chosen p. 17) with her Artifact armor to activate Star Floats in the Heavens.
The benefits of weightless armor go beyond being light enough on one's feet to avoid an enemy
blade. They include being able to swim while fully armored without penalty, and to allow her
Warstrider to stride across mud without getting stuck or across bridges without breaking their supports.

Trouble Reduction Strategy


Cost: 1m
Minimums: Dodge 3, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Auspicious Absence
When the Sidereal has an active ward from the Defend Other action (Exalted, p. 196) she may
use her Evasion instead of her Parry to direct attacks away from her ward, by moving her ward instead
of interposing her weapon in the path of the enemy's.

Twined Fates Defense


Cost: 3m
Minimums: Dodge 3, Essence 2
Type: Supplemental
Keywords: None
Duration: Until next action
Prerequisite Charms: Trouble Reduction Strategy
The Sidereal muddies her own fate with that of her ward, such that her ward can benefit from
the Sidereal's own Dodge Charms. The Sidereal pays the cost of the Charm; she may choose to benefit
either herself or her ward (though only 1 per activation) with each Charm activation. Her ally must
typically choose to user their Evasion to benefit from the Sidereal's Dodge Charms.
As a special activation rule, Twined Fates Defense may only supplement the Defend Other
action.

Many Hearts Evasion


Cost: -
Minimums: Dodge 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Twined Fates Defense
The Sidereal spreads her fate out across the battlefield, appearing in many places at once, subtly
altering the path of her allies with a push here or a pull there to avoid their common enemy's ire. She is
convinced that her allies' time has not yet come, and neither distance nor time stands in her way.
Increase the duration of Twined Fates Defense to Scene. The Sidereal may utilize her Dodge
Charms for the original ward even after her Defend Other action lapses. She may take the Defend Other
action at any range, and is not limited by range for future Dodge Charm activations on behalf of her
protected companions. Twined Fates Defense also gains the Stackable keyword: so long as she keeps
the mote commitment, she may have multiple beneficiaries from her Twined Fates Defense actions.

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).

Blue Vervian Binding


Cost: 5m
Minimums: Linguistics 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Indefinite
Prerequisite Charms: Proper Titles Parade
By constructing a contract that features common phrases in the tongue a Sidereal knows, she
may offer that contract to be signed by someone ignorant of the language that is written in the contract.
If the contract is signed, the Sidereal may infuse it with her Essence, binding it with blue vervian stalks
that appear from nowhere. Doing so temporarily imparts knowledge of the language to the signee. It
does nothing to enhance the target's intelligence, so a non-sentient animal who somehow scrawled upon
the contract cannot suddenly speak, but an elemental that only knows Old Realm could explain to the
village in Low Realm he had been terrorizing why the villagers' actions are disturbing the natural
balance in order to begin the process of resolving the conflict. Of course, getting the intended signee to
sign a document of words they do not understand is an exercise left to the Sidereal.

Abandoned Words Curse


Cost: 10m
Minimums: Linguistics 4, Essence 1
Type: Supplemental
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: Proper Titles Parade
By writing a decree that sentences the subject to illiteracy, the Sidereal can strip the
understanding of the written word from her target. The target merely needs to look upon the decree,
after which they glean no meaning from unspoken symbols - even pictures - including the decree itself.
Libraries are useless to her target, but the curse runs deeper. He may see a sign of a horse above a
stables and fully recognize the horse and perhaps enjoy the aesthetics of the painting, but he would fail
to understand that the sign identifies the building as a stables and be at a loss of where his horse might
find lodging.
To break the curse, the target must learn to read as if they were a child. This must be
accomplished for every language that they know independently. Without magic, the process usually
takes months. The Sidereal knows when the target has fully recovered their literacy, as her mote
commitment fades.

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.

Heart-Brightening Presentation Style


Cost: -
Minimums: Performance 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Perfection in Life
Whenever the Sidereal cites an positive Intimacy towards herself (or her Resplendent Destiny)
as part of a Performance social action, she treats the strength of that Intimacy as one level higher, and
she gains her Essence in motes. Should the Intimacy already be Defining, she gains one non-Charm
success on the Performance roll.

The Raised Nail Upon the Chalkboard


Cost: 3m
Minimums: Performance 4, Essence 2
Type: Supplemental
Keywords: Stackable
Duration: Instant
Prerequisite Charms: Perfection in Life
Most audiences to the Sidereal's performances become one with emotion or conviction or
shared purpose. But there are a few who can resist the Sidereal's Essence-infused persuasion; with this
Charm she can find out why. The Sidereal looks out upon her audience, and by their reactions finds the
listener or listeners who most resists her message. She learns of the Intimacy used to upwardly affect
his Resolve, if any. Only one such listener is identified per stack of The Raised Nail Upon the
Chalkboard, even if many might be equally resistant. Whether they are hammered back into place is
left up to her future self.

Defense of Shining Joy


Cost: 7m
Minimums: Performance 3, Essence 1
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: Perfection in Life
As a student of dance, the Sidereal can use her light-footedness to avoid the violence that
plagues the threads of so many Exalts. She may substitute her Performance+Dance specialty for any
application of Dodge, including calculating Evasion. Any Performance-based social action she takes
does not suffer from the usual miscellaneous action defense penalty (Exalted, p. 196) - the dancer does
not lose a step while she brings her beauty to bear on her enemy's will, or as she bolsters her allies'
resolve.
Harmonic Completion
Cost: 8m, 1wp, 1bhlvl
Minimums: Performance 5, Essence 3
Type: Simple
Keywords: Prayer Strip
Duration: Scene
Prerequisite Charms: Defense of Shining Joy
The Sidereal places a Prayer Strip marked with the Scripture of the Dancer over her eyes and
infuses it with her Essence and will. While she loses her sight of Creation, her words to her audience
sound like affirmations of truths they have spent their lives chasing, her body appears perfect, her
movements divine. Each octave she reaches harmonizes with her audience's soul. Any audience who
watches the Sidereal's performance gains a Major positive Intimacy towards the Sidereal (or her
Resplendent Destiny) for the scene - beings aware of the nature of the Sidereal's magic can use
Wits+Awareness to ensure their attention is anywhere but the Sidereal at a difficulty of the Sidereal's
Performance+Specialty. How she performs colors the nature of that intimacy - an erotic dance could
conjure lust towards her while a strident lecture could inspire respect; a joyful song could make the
Sidereal appear to be the source of catharsis the listener searches for.
For the duration of the Charm, increase the Sidereal's Appearance by 1, even if that should
increase her Appearance beyond 5. Further, compare her Appearance to her audiences' modified
Resolve for Performance rolls, instead of their unmodified Resolve, for the purposes of non-Charm
bonus dice.
Arcane Fate has a way of attributing a fan's lingering love of the Sidereal to a godly visitor
instead of herself. Most gods are happy to receive the prayers of such stalwarts, and often beseech
Sidereals who know Harmonic Completion to perform with pieces of their panoply or symbology to
encourage the misattribution.

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.

Song of Spirit Persuasion


Cost: 5m, 1wp
Minimums: Performance 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Faultless Ceremony
When singing a Persuade or Instill social action, the Sidereal can select a single Spirit in the
audience whose Essence is equal to or less than the Sidereal's. That spirit's Resolve is beaten
automatically. If he enters a decision-point, only Defining Intimacies may be cited to justify rejecting
the social influence, no matter the strength of the Intimacy that initiated the Persuade or Instill action.

Solemn Sending Rites


Cost: 3m
Minimums: Performance 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Faultless Ceremony
When performing a corpse's last rites, the Sidereal can prioritize the collection of the soul by
Taru-Han's soul collectors. This (usually) results in their prompt reincarnation, eliminating the
possibility that their lower or higher soul live on to haunt Creation or the Underworld.
When used on active ghosts or other undead, roll [higher of Charisma or
Manipulation+Performance] at a penalty of the undead's Essence, at a difficulty of the undead's
Resolve. This roll is a prayer roll. Success banishes the animating soul to Taru-Han's tender mercies.

Demonic Visa Denial


Cost: 3m
Minimums: Performance 2, Essence 2
Type: Supplemental
Keywords: Fate
Duration: Indefinite / Instant
Prerequisite Charms: Solemn Sending Rites
When performing a warding dance in a designated area, the Sidereal can tip off Yu-Shan's
Malfean containment unit to the presence of demonic trespassers. This (usually) results in a spatial-
temporal bubble being written into reality by the pattern spiders around the demon (so long as they are
in a locale connected to Fate), until a banishment response team arrives. Bound demons are spared this
indignity; instead, a report of demonic intrusion is generated and delivered to the Sidereal's Yu-Shan
office stating the name of the sorcerer responsible.
When used on an active demon or demons, roll [higher of Charisma or
Manipulation+Performance] at a penalty of the highest demon's Essence, at a difficulty of each demon's
Resolve. This roll is a prayer roll. Success banishes any demons in the scene whose Resolve was
beaten, whether or not they are bound, to a five-day journey across Cecelyne. Demonic Visa Denail
has no effect on demons already in Malfeas.

Ice and Fire Binding


Cost: 10m
Minimums: Performance 2, Essence 1
Type: Supplemental
Keywords: Destiny
Duration: Instant
Prerequisite Charms: Song of Spirit Persuasion
When singing in an area defined by the godly domains, such as 'Lookshy' or 'The Great Eastern
Trade Road', the Sidereal can issue an order of peace and prosperity to the region, which the elementals
of the area hear and act upon. Natural disasters will not strike. Crops will feel no drought or flood.
Temperatures will moderate. Any environmental hazards in the area (such a blizzards, bonfires,
blistering heat, or torrential rain) simply stop, no longer inhibiting the Sidereal or the inhabitants of the
area.
Of course, if the Bureau of Destiny had planned a natural disaster, or needed torrential rains to
continue, which is almost always the case absent alterations from Essence-powered beings, the Sidereal
will likely hear of it in her next audit. She is nominally authorized to use this Charm only to correct
such imbalances, for which she will likely be forgiven an offense of similar severity in the weighing of
her actions.

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.

Worn Destinies, Fabricated Inner Lives


Cost: 2m, 1wp
Minimums: Socialize 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Scene
Prerequisite Charms: The Unreadable Chancellor
With this Charm, the Sidereal deepens the deception of her Resplendent Destinies, giving them
an inner life in the form of fabricated Intimacies. The Sidereal can fabricate [Essence] Intimacies for
her new self when activating Worn Destinies, Fabricated Inner Lives; which Intimacies are not part of
the Crafting of the Resplendent Destiny, they are determined each time this Charm is used. While her
old Intimacies are still active, successful Read Intentions actions always pick up the Sidereal's
fabricated Intimacies first, should multiple Intimacies apply to the scope of the Read Intentions action.
An onlooker may only learn the Sidereal's true Intimacies once she discovers all of the fabricated ones
along a specific line of inquiry, or fields an area of inquiry that only includes the Sidereal's true
Intimacies.
As a special activation rule, the Sidereal may only use Worn Destinies, Fabricated Inner Lives
when she dons a Resplendent Destiny.

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.

Shun the Smiling Lady


Cost: 7m
Minimums: Socialize 2, Essence 1
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: The Unreadable Chancellor
The Sidereal sends a prayer to the Cerulean Lute, in which a list of every person who is to fall
in reciprocal love is kept and constantly updated. Out of spite or hatred or simply to remove
distractions from a promising student, the Sidereal's prayer can remove a name from that list. Every
scene that the Sidereal maintains the commitment produces some challenge to any Intimacies of
reciprocated love that the target holds, or that anyone holds towards the target. In effect, the Sidereal
can make repeated remote Manipulation+Socialize Instill rolls to degrade such Intimacies through the
medium of destiny, at a -3 remote penalty. A lover's picnic rains out. A stargazing session clouds over. A
gala his lover throws has a disaster in the kitchen that results in the lover's neglect of him the entire
night. Words are twisted in the ears of each, interpreted in the worst possible way. Motives are
questioned. The relationship suffers from these circumstances until either it breaks (at which point the
Sidereal's mote commitment is released) or the Sidereal prematurely ends the Charm.
The target can still pine for someone, but tragedy befalls any attempt to have the target love him
back. Similarly, another character may love the target, but he finds their love either unfulfilling,
unworthy of his time, or simply beneath his notice.

Cash and Murder Games


Cost: 10m, 1wp
Minimums: Socialize 3, Essence 1
Type: Supplemental
Keywords: Psyche
Duration: Instant
Prerequisite Charms: The Unreadable Chancellor
The games people play reveal a trove of information about them. While observing a target at
play, the Sidereal gains 1 non-Charm success to her Read Intentions roll against that target. Further, her
target must succeed on a Willpower roll at a penalty of the Sidereal's [Essence] or become completely
enthralled with her games and forget she is being watched, resulting in a -2 penalty to Guile (Exalted,
p. 218). Her target may be playing at dice, or flirting simply for the conquest. He could be sparring
with a partner or killing for sport. However he is amusing himself, the Sidereal can read into the target's
Intimacies with supernatural clarity.
Serious people who never take their activities lightly or in good fun are immune to this Charm.

Life Without Compunction


Cost: 5m
Minimums: Socialize 4, Essence 2
Type: Reflexive
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Cash and Murder Games
Stepping astride the line of good behavior, the Sidereal can counter the predictably censorious
results. She rolls [Manipulation + Socialize] against a difficulty of the highest Essence present,
excluding her own. If successful, her faux pas fades from notice, at least for the scene. Later, a
member present who does not suffer from Arcane Fate's effects may recall the incident and wonder
how the Sidereal managed to smooth the situation over, but such observers are rare indeed.

You and Yours Stance


Cost: 5m
Minimums: Socialize 4, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Cash and Murder Games
The Sidereal blends into the target's preferred social group, quietly adopting the mannerisms of
the target's ideal population, affecting the accent of said people in any language she knows, and
forgoing any social faux pas that might reveal her as a foreigner to that culture. The culture need not be
the target's own, simply a culture the target respects. Social Interactions with the Sidereal benefit from
the Intimacy the target has towards that group; it may be cited in a Persuade action simply by the
Sidereal mentioning their adopted ethnicity or culture, or used to gain a better price in a Bargain action.
Characters that deeply believe in the equality of all people (Major Intimacy) or who have no
Intimacies towards any ethnicity or culture are immune to this Charm.

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'.

Wanting and Fearing Prayer


Cost: 10m, 1wp, 1bhlvl
Minimums: Socialize 5, Essence 3
Type: Supplemental
Keywords: Prayer Strip
Duration: Scene
Prerequisite Charms: Any five Socialize Charms
The Sidereal can read an entire room in a glance, at least in regards to their fears and desires.
The Sidereal holds a Scripture of the Whore in her hands and swallows it with any orifice. The Prayer
Strip disintegrates within her body, but leaves behind the knowledge of every scene participants'
strongest Intimacy of fear or desire as if she had listened to their pillow talk and gained Essence+1
successes on a Read Intentions roll against their Guile. This does not count as the Sidereal's own Read
Intentions action in the scene for the purposes of retrying social actions (Exalted, p. 223)
Charms for Fated Victory
(Battles)
Archery
Generalized Ammunition Technique
Cost: 1m (+1m)
Minimums: Archery 1, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
Armed with her bow, the Sidereal never suffers from an empty quiver. She may transform a
common stick into a perfectly crafted arrow, she can take a pebble and mold it into a perfect crossbow
bolt, she can transform sand into firedust, even her own words caught in her hand can become perfectly
sculpted to her bow's needs - nearly anything light enough to fly so long as the object is not sentient.
When she does so, lower the target number of her fate-guided shot by 1 (usually from 7 to 6). She may
spend an additional mote to add one of the following tags: Flame, Crossbow, Piercing, or Powerful. She
ignores the Slow tag when using Generalized Ammunition Technique.
The Sidereal's transformed arrow loses it's fate when it lands - either in her target or nearby. A
stick clatters to the ground if shot over a battlement, useless as ammunition to besieged troops. Her
words can be heard escaping the wound she inflicts in her target, as a final taunt or peaceful prayer
depending on if the Sidereal would like to goad or mollify the ghost her target is soon to become. Some
Sidereals carry bows but no quivers, confident that the quiver is all around them.
Generalized Ammunition Technique can be used to supplement attacks from other abilities. It
creates the ammunition; the Sidereal may use other knowledge (such as esoteric Martial Arts) to fire it.

Any Direction Arrow


Cost: 1m
Minimums: Archery 2, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Generalized Ammunition Technique
The Sidereal's arrow changes direction midflight, greatly reducing the benefit of intervening
objects to protect her target. She may ignore the target's bonuses from light or heavy cover. If she takes
an Aim action, should her target benefits from full cover, she may downgrade that cover to heavy cover
even if there is no natural way that an arrow might penetrate said cover.
The change in direction occurs well before the target's location; wary targets with defenses
raised suffer no further penalty.

Every Direction Arrow


Cost: 4m
Minimums: Archery 3, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Any Direction Arrow
The Sidereal fires a barrage of arrows not at her target, but at every near-future possible location
for her target. Her target's Evasion is inapplicable - she simply cannot be where the arrows are not. Her
target's Parry is unaffected - the weapon's fate is its wielder's hands, outside the scope of Every
Direction Arrow.
After Every Direction Arrow, an ammunition check is typically appropriate should the Sidereal
wish to keep firing her bow. An exception is if Generalized Ammunition Technique is used to power
Every Direction Arrow, in which case no ammunition check need be rolled (and Generalized
Ammunition Technique need only be activated once to provide all the ammunition Every Direction
Arrow needs).

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.

Five Seasons Response


Cost: 2m, 1wp
Minimums: Archery 3, Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Any Direction Arrow
Air leads to Water leads to Wood leads to Fire leads to Earth, and after Calibration they begin
again. Sidereals may tap into this cycle to reverse an arrow against her attacker. If an Archery-based
withering attack strikes the Sidereal, she may reflect that projectile. The successes of the strike are
compared to the attacker's Defense instead of the Sidereal's. The attacker loses any Initiative dealt by
the withering damage dice calculated from the attacker's own weapon and Strength, and Sidereal gains
as much Initiative as the attacker loses. The attacker, should he manage to strike himself, still gains the
Initiative bonus for landing a withering attack. Both Sidereal and attacker incur an onslaught penalty.
The Sidereal may use Five Seasons Response once per scene. She may reset Five Seasons
Response by being struck by a decisive attack that fails to do damage.

Many Missiles Bow Technique


Cost: 10m, 1wp, 1bhlvl
Minimums: Archery 5, Essence 3
Type: Simple
Keywords: Dual, Psyche, Destiny, Prayer Strip
Duration: Scene
Prerequisite Charms: Generalized Ammunition Technique
Scripture of the Clay Maiden, infused with the Sidereal's motes, will, and blood, rises above her
bow and radiates a pink light. Any arrow released from her bow into that light may be transformed at
no additional cost to the Exalt. Even missiles created from Generalized Ammunition Technique may be
altered. These missiles can be fired via other Abilities.
The Sidereal learns [Essence] of the below effects when she learns Many Missiles Bow
Technique. When she raises her Essence, she learns another effect for free.

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:

Skeleton of the Shaft


Loyal to the Sidereal who formed her, the skeleton obeys her will for a scene, then clatters to the floor
as clean bones.
Essence: 1; Willpower: 3; Join Battle: 5 dice
Health Levels: -0x4/Incap.
Actions: Senses: 1 dice; Stealth: 5 dice; Feats of Strength: 5 dice, may attempt Strength 3 feats, Deliver
Message: 6 dice (before penalty)
Appearance 1, Resolve 1, Guile 1 (cannot speak, but can use gestures and body language)
Combat
Attack (Slam): 6 dice (Damage 10, minimum 1) bashing, brawl, grappling, natural
Attack (Grapple): 4 dice (5 dice to control)
Combat Movement: 4 dice
Evasion 3 (+2 vs. missiles), Parry 1 (bashing only)
Soak/Hardness: 6/0

Many More Missiles


Cost: -
Minimums: Archery 5, Essence 3
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Many Missiles Bow Technique
The Sidereal learns 1 more variation of Many Missiles Bow Technique. She may purchase
Many More Missiles [Archery] times. Should she achieve an 11th effect, she is instead refunded a
single purchase of Many More Missiles.

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.

Martial Strength Understanding


Cost: 4m
Minimums: Athletics 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Fated Yeddim Flight
The martial arts are so intuitive to Sidereals that other Abilities are naturally applied. A Sidereal
may use Martial Strength Understanding to substitute her Athletics for her Brawl or Martial Arts in a
grapple control roll (either resisting or initiating). She may still use her Brawl or Martial Arts if she
chooses. Grapple control rolls benefit from any bonus to feats of strength the Sidereal enjoys. Rolls
enhanced by Martial Strength Understanding may benefit from supplemental Charms from any of
Athletics, Brawl, or Martial Arts, such as Fated Yeddim Flight.

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.

Unswerving Juggernaut Principle


Cost: 5m
Minimums: Athletics 4, Essence 2
Type: Supplemental
Keywords: None
Duration: Indefinite
Prerequisite Charms: Inexonerable Advance, Burn Life
The Sidereal sees her goal, marks her heading, and takes off. She gains a Defining Principle "I
must move towards/away from [person/place/thing]". So long as she makes progress towards or away
from her goal, she gains +5 soak, 1 Hardness, needs no sleep, water, or food, and ignores penalties
from fatigue that build up during her journey. As soon as she stops, or is halted, Unswerving Juggernaut
Principle ends. She could swim the Great Western Ocean from Wavecrest to the Blessed Isle, though
she would likely collapse once she made it to shore.

Forward Thinking Technique


Cost: - (+1wp)
Minimums: Athletics 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unswerving Juggernaut Principle
When activating Unswerving Juggernaut Principle, if she chooses to move towards a
person/place/thing as her Principle, she may spend 1wp to gain two movement actions on her turn
instead of one for the duration of Unswerving Juggernaut Principle. Distances between the Sidereal
and her target simply do not inhibit her fate of closing distance, and she appears to simply flash from
place to place, skipping obstacles and terrain on the way to her target.

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.

Perfection of the Visionary Warrior


Cost: 10m, 1wp, 1bhlvl
Minimums: Melee 5, Essence 3
Type: Simple
Keywords: Prayer Strip
Duration: Scene
Prerequisite Charms: Serenity in Blood
The Visionary Warrior cannot be deterred, her attention cannot be split away from the death that
she deals. Wrapping the Scripture of the One-Handed Maiden around the hand in which she holds her
weapon, her sword-arm gains a mind of its own. Flurries which include a Melee attack do not incur a
penalty to either action, nor do they hinder the Sidereal's defense. This includes actions in a flurry with
Perfection of the Visionary Warrior, which can explicitly be flurried with a Melee attack. Further,
reduce her onslaught penalties by 1, and she may never have her Parry reduced to 0.

The Spurned Rival


Cost: 5m, 1wp
Minimums: Melee 1, Essence 1
Type: Simple
Keywords: Uniform
Duration: Indefinite
Prerequisite Charms: None
Select an opponent of which the Sidereal is aware. Whenever the Sidereal applies their Parry
defense against that opponent, increase the Sidereal's Parry by 1 as a non-Charm success. The Sidereal
may change the opponent she is fated to parry by reactivating this Charm. The Spurned Rival can
raised Parry values derived from other Abilities.

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.

Orchestration of Mirrored Fates


Cost: 4m
Minimums: Melee 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: The Spurned Rival
The Sidereal swaps her onslaught penalty for her opponent's. Her opponent keeps this onslaught
penalty until the end of his next turn. As a special activation rule, Orchestration of Mirrored Fates may
only be activated after the Sidereal has taken an onslaught penalty, and the target must be the foe who
produced that onslaught. The Sidereal need not have a Melee weapon readied to activate Orchestration
of Mirrored Fates.

Meditation on the Spear


Cost: 1i / penalty
Minimums: Melee 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Orchestration of Mirrored Fates
The Sidereal can cancel or impose 1 onslaught penalty to herself at the cost of 1i, repeating up
to [Essence] times per round. The Sidereal need not have a Melee weapon readied to activate
Meditation on the Spear.

Impeding the Flow


Cost: 1m, 1wp
Minimums: Melee 4, Essence 2
Type: Reflexive
Keywords: Uniform, Perilous
Duration: Instant
Prerequisite Charms: Orchestration of Mirrored Fates
To onlookers attuned to the dematerial, the Sidereal's weapon trails the dust of a red star, motes
of which bind to her opponent's attack, nullifying any motion of her enemy's weapon for the instant it
takes the Sidereal to Parry it. Once per scene, the Sidereal may reduce the successes of an attack
against her to zero after seeing the results of the strike roll. She may perform this feat even if she is
currently disarmed, in which case her weapon is blown by red dust back into her hand so long as it is
not readied by any other character.
Impeding the Flow may be reset by being disarmed by a significant enemy.

Smiling at the Damned


Cost: 5m, 1wp
Minimums: Melee 5, Essence 3
Type: Reflexive
Keywords: Decisive-Only, Perilous
Duration: Instant
Prerequisite Charms: Impeding the Flow, Meditation on the Spear
After the Sidereal is pierced by her enemy, she may reflect that this is the fate of soldiers,
swapping the fate of the wounded in battle for fate of a long recovery. After the result of the damage
roll is known, she halves and rounds down the damage taken from a decisive attack, but changes the
nature of that damage to aggravated.

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)

Geas of the Maiden


Cost: 7m
Minimums: Presence 2, Essence 1
Type: Supplemental
Keywords: Psyche, Destiny
Duration: Instant
Prerequisite Charms: Force Decision
The Sidereal pushes her target's Destiny into a constellation resonant with her argument to
enhance her persuasiveness. For Journeys, the Sidereal can execute a persuade action as if the target
had a Minor Intimacy towards traveling, or leaving their current state behind. For Serenity, for seeking
out love or companionship. For Battles, conflict or vengeance. For Secrets, learning or concealing. For
Endings, the cessation of a relationship or the destruction of an object. The target's Resolve is modified
as if they had the Intimacy in question.
This Charm can be purchased five times in total. A Sidereal must learn the version associated
with her Caste's Maiden first.

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.

Upped Ante Antagonism


Cost: 4m
Minimums: Presence 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Force Decision
When someone asks, 'Can it get any worse?' it is due to lack of imagination. After the Sidereal
has failed a Threaten roll, she may use Upped Ante Antagonism to learn how much she needs to
escalate her threat to retry Threaten on the same target that scene. There is no limit to the use of this
Charm, though the lengths the Sidereal may need to take to remain credible might be unwise.

Presence in Absence Technique


Cost: 5m
Minimums: Presence 4, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Upped Ante Antagonism
Events conspire to undo the Sidereal's oratorical work, but even without being present, she may
continue to fix the future to her liking. When a character the Sidereal has Instilled an Intimacy within,
or Persuaded onto a course of action, or Bargained into a promise, or Threatened into obedience, or
Inspired into a mood, is undergoing social influence to undo the Sidereal's prior influence, the Sidereal
learns of it, even if the target is not in the same realm of existence (such as in Creation while she
resides in Yu-Shan). Further, she projects her influence through the surroundings to enter the social
scene, speaking in omens and portents, such as a single swan signifying the search for companionship,
or a cawing crow for the nearness of one's end, or a blade falling loose of its sheath to signify the
conflict reversing course would stir. Speaking via omens imposes a -3 penalty to the Sidereal's social
actions. Each attempt to undo the Sidereal's influence gains her one action-via-omen in response, which
cannot be Read Intentions.

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.

Strike the Blood


Cost: - (+1m)
Minimums: Presence 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Loyalty-Sacrificing Sidestep
The tie between the Sidereal's two targets binds at both ends, and she may strike each
connection. Should Loyalty-Sacrificing Sidestep trigger by the target resisting the enhanced influence,
the target's Tie to the onlooker is reduced by one level, to a minimum of destroying the Intimacy when
enhanced by Strike the Blood.

Collection of Tattered Feelings


Cost: - (+1wp)
Minimums: Presence 5, Essence 3
Type: Permanent
Keywords: Psyche
Duration: Permanent
Prerequisite Charms: Strike the Blood
What lies frayed and broken, the Sidereal can weave anew on her own person. Whenever the
Sidereal reduces an Intimacy such that it would longer exist, which could be the result of her mundane
Instill action, or Strike the Blood, or Loyalty-Sacrificing Sidestep, or some other means, she may pay 1
willpower to save that jeopardized Intimacy and redirect it towards herself. The target sees the Sidereal
in that moment as the proper home of her feelings, be they good or bad or complicated, by virtue of her
display in social influence (via oration, dance, letters, omens, or other means) even if she does not
know who the Sidereal is, or has forgotten her due to Arcane Fate. Whenever the Sidereal meets the
person, the created Intimacy resurfaces, even while under the guise of a Resplendent Destiny.

Loose Threads Secured


Cost: - (+1wp)
Minimums: Presence 5, Essence 4
Type: Permanent
Keywords: Psyche
Duration: Permanent
Prerequisite Charms: Collection of Tattered Feelings
Anytime someone in the Sidereal's presence loses an Intimacy, she may make permanent that
Intimacy, redirected towards her, as per Collection of Tattered Feelings. The loss of an Intimacy may be
due to another's agency, the ongoing actions of her target, or due to the end of a temporary magical
effect.

Willing Spider Vessels


Cost: -
Minimums: Presence 5, Essence 5
Type: Permanent
Keywords: Psyche
Duration: Permanent
Prerequisite Charms: Loose Threads Secured
Loose Threads Secured and Collection of Tattered Feelings can now be redirected to anyone the
Sidereal has a Tie towards instead of herself.
At Essence 6+, the Sidereal can redirect the Intimacies toward anyone at all.

Cracked Resolve Advantage


Cost: 9m, 1wp, 1bhlvl
Minimums: Presence 5, Essence 4
Type: Supplemental
Keywords: Prayer Strip
Duration: Instant
Prerequisite Charms: Impose Motivation
Any courtier can push their adversary down a path they are already primed to trod, or fuddle the
senses of their target before sealing them into deals they are later bound to. A Sidereal can do so with
the certainty of fate, aided by the Scripture of the Drowning Maiden. Using Cracked Resolve
Advantage, lower the Sidereal's target number on a Presence roll by 1 (usually from 7 to 6) for each
total Resolve penalty (before bonuses) the target suffers. These penalties could come from wounds or
poison or Intimacies, or stranger magic. If 1's are already successes and more reduction applies, reduce
the number to double by 1 (usually from 10 to 9).
Example: Vanileth, the Shogun of Artificial Flight, has unwisely agreed to Shepherd of the
North Star's offer of tea, which contains a potent but pleasurable poison. When Shepherd of the North
Star asks Vanileth about the secrets of mechanical flight, which aligns with Vanileth's Defining
Principle of spreading the knowledge to access his domain, his Resolve takes a -5 penalty (-3 for the
Intimacy, -2 for the poison) and gains a +2 bonus from his Minor Tie of dislike towards Shepherd of the
North Star personally. The target number of Shepherd of the North Star's Presence roll is reduced by 5
when enhanced by Will Flows Downhill.

Forgotten Annoyance Distraction


Cost: -
Minimums: Presence 5, Essence 3
Type: Permanent
Keywords: Psyche
Duration: Permanent
Prerequisite Charms: Any three Sidereal Presence Charms
Minor trifles stand no obstacle to the Sidereal's deals and blackmail, her calls to action and her
appeals to duty. The Sidereal's targets cannot cite Minor Intimacies in Decision Points against the
Sidereal's Presence-based influence.

Easily Accepted Proposition Stance


Cost: -
Minimums: Presence 5, Essence 5
Type: Permanent
Keywords: Psyche
Duration: Permanent
Prerequisite Charms: Forgotten Annoyance Distraction
Even major life elements of the Sidereal's target are no impediment to her star-filled tongue.
Only Defining Intimacies can be used in decision points against the Sidereal's Presence-based
influence.

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.

Training Mandate of Five Fates


Cost: 5m, 1wp
Minimums: War 2, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Chosen Army
Any soldier knows that his fate could depend as much on the skill of his brother at his shoulder
or his sister coming to relieve him as his own skill at arms. Sidereal understanding of these bound fates
can bind them tighter yet, making them effectively one for the purposes of Sidereal Astrology. The
Sidereal indicates a battlegroup with Size equal to or less than her War. That battlegroup counts as a
single being for the purposes of Star Charts or Fate Tinctures. The Chart spans all of the individual
fates of the soldiers so long as even the lowliest squire has the chart in his pack. The Fate Tincture can
be poured into the mess' central pot and served to the legion; even a drop will be as potent as the whole
tincture for members of the chosen battlegroup.

Training Mandate of Celestial Empowerment


Cost: -
Minimums: War 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Red Haze
The Viziers were renowned for their ability to advise the Solars and Lunars in the First Age
when the Exalted Host fought as one. In times of war and peace both Sidereals retain that latent ability,
even when used on less grandiose personages in the fallen Second Age. Though with the Solars' return
they may once again be the helping hand to greatness in the nascent Third Age. With Training Mandate
of Celestial Empowerment, the Sidereal can treat a singular being as if it were a battlegroup for the
purposes of her War actions and War Charms. They can be the army selected in The Chosen Army.
They can be commanded by the Sidereal, gaining her command roll successes in non-Charm dice if
they decide to follow her advice. She may use Red Haze to bolster their ability to protect Creation from
interlopers.
For the purposes of War Charms, the single target of the Sidereal's focus has Elite Drill, Size 0,
and Might 0 before the application of Charms. The rally and rally for numbers actions have no effect on
the one man army, nor does Perfect Morale affect his actions. Ignore any Defense bonuses from Drill,
but apply command bonuses. Might grants the usual bonuses should it be enhanced beyond 0 (see
Exalted, p. 207).

Training Mandate of War-God Puissance


Cost: 10m, 1wp
Minimums: War 5, Essence 4
Type: Simple
Keywords: Fate
Duration: Indefinite
Prerequisite Charms: Training Mandate of Celestial Empowerment
Calling on their status as the fixers of destiny set loose in Creation, Sidereals often draw spirits
to their war banner. With Training Mandate of War-God Puissance, spirits possessing of a fate, while
under the Sidereal's command gain a discount on Materialize and Dematerilize Charms equal to the
Sidereal's [Essencex10]. In addition, if they are numerous enough to form a battlegroup, they gain +1
Might.

Training Mandate of Mars


Cost: 5m, 1wp
Minimums: War 2, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Training Mandate of Five Fates
Mars is the Maiden of War, and her blessing can aid her followers in all things martial. The
Training Mandate of Mars blesses any army the Sidereal personally trains for war with the Bloody
Maiden's Benefaction. This grants the soldiers in the battlegroup 1 non-Charm die for any task related
to war, or a non-Charm +1 bonus to their static value. While attacking and defending as a battlegroup
are certainly included in that scope, so is arranging the logistics of food and supplies, or spotting
intruders while guarding the camp.

Spirit-Binding Battle Pattern


Cost: 8m
Minimums: War 5, Essence 5
Type: Simple
Keywords: Prayer Strip, Destiny
Duration: Scene
Prerequisite Charms: Training Mandate of Mars
The Sidereal brandishes a prayer strip bearing the Scripture of the Maiden at War, which burns
to ash and calls upon every spirit in whose domain the battle rages to respond with their blessings and
curses. If the battle is fought in a field, the field god moves the earth to provide cover to the Sidereal's
troops and wills holes to appear below the feet of her enemies. If it is fought on a road, the road god
repeats and clarifies the messages of the Sidereal's or her ally's, while hindering the commands of her
enemies. If the battle is fought at sea the storm mothers send wind into the sails of the Sidereal's fleet
while producing rough seas for the enemy armada.
Spirit-Binding Battle Pattern allows the Sidereal to stunt situational penalties for the enemy
(typically a -2 penalty) and enhances stunt bonuses for her allies, raising the bonus from stunts by +1
dice (taking a one-point stunt from +2 dice to +3 dice) or +1 to a static value (taking a one-point stunt
from +1 to +2). The Sidereal can stunt a take cover action for any of her allies by describing how the
battlefield shifts under a god's power to grant them mitigation from enemy missiles (this stunted take
cover action does not take the character's combat action or movement action nor does it need to be
performed on the Sidereal's turn). Once per round, the Sidereal can stunt an environmental hazard that
plagues her enemies with a difficulty of the Sidereal's [Essence], and Interval of one round, damage
value of 1 bashing, and a [Attribute+Ability] pool to mitigate the effects determined by the storyteller.
The player's creativity is the limit of the local spirits' engagement - so long as she is concise,
colorful, and novel, Spirit-Binding Battle Pattern will bolster her forces.

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.

Threads Woven into Swords


Cost: 8m
Minimums: War 4, Essence 2
Type: Supplemental
Keywords: Destiny
Duration: Instant
Prerequisite Charms: Star-Guided Command
When performing a Strategic Maneuver roll, the Sidereal can tap into their connection to the
Tapestry of Creation to understand the terrain, the state of her own forces, and that of her enemies. The
extent to which any of these three are from Creation affect the efficacy of Threads Woven into Swords.
Gain 1 non-Charm success to the Strategic Maneuver roll for each criteria met:
*The battlefield is in Creation.
*The Sidereal's own forces are primarily comprised of the Creation-born (including gods or
elementals who dwell in Yu-Shan, but often originate from Creation).
*The Sidereal's enemies are primarily comprised of the Creation-born (including gods or
elementals who dwell in Yu-Shan, but often originate from Creation).

Predestined Triumph Practice


Cost: 15m
Minimums: War 5, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Threads Woven into Swords
The battle unfolds in the Sidereal's mind before the first sword is drawn, and she can command
her troops to react to battle conditions none other yet sees. As a special activation rule, Predestined
Triumph Practice can only supplement a Strategic Maneuver roll. When she does so, she gives the
storyteller up to [Essence] basic commands, and rolls them. Those commands can be for a single
battlegroup or spread across multiple battlegroups. The Sidereal may order the archers to target a
specific person she knows will be in the battle. She may call for the infantry to take a full defense
action. Or tell the cavalry to rally for numbers. These orders can only be enhanced by the Sidereal
Excellency and Star-Guided Command, no other Charm can further enhance them.
At any time in the battle for which the Strategic Maneuver roll was called, the Sidereal can pass
a note to the storyteller indicating a specific order. The battlegroup hears that order through the Essence
of the Chosen of the Maidens, knowing that this moment is meant for triumph. The battlegroup's next
action is directed and enhanced by the indicated order. That order cannot be called upon again in the
same scene. This action does not consume the Sidereal's combat action, nor even need be used on her
turn.

Essence-Draining Battle Pattern


Cost: 15m
Minimums: War 5, Essence 3
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Predestined Triumph Practice
The Sidereal learns of her enemies' strengths, and arranges them to be neutralized, draining their
Essence from the battlefield. As a special activation rule, Essence-Draining Battle Pattern can only
supplement a Strategic Maneuver roll. When she does so, she banks [Essence] drain complications. The
Sidereal may know precisely which cats an army of blood apes will be distracted by during battle. She
may release an allergen common among Southerner Thresholders into an army of dervishes charging
her lines to which her own Northern Thresholders are naturally immune. She may trap sunlight to later
release as an assault on the war ghosts of an Abyssal army.
At any time in the battle for which the Strategic Maneuver roll was called, the Sidereal can pass
a note to the storyteller indicating that a drain complication be used against a target enemy battlegroup.
The battlegroup loses 1 Might until the end of its next turn. Should that result in a Might score of -1,
use the following penalties: -1 to accuracy and damage, -1 to Defense. This action does not consume
the Sidereal's combat action, nor even need be used on her turn.

Demon-Blocking Battle Pattern


Cost: -
Minimums: War 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Essence-Draining Battle Pattern
Demons have as many idiosyncrasies as there are types of Demons. A Sidereal who knows
Demon-Blocking Battle Pattern has studied them all, and can utilize them for maximum strategic
effect. Whenever she uses a drain complication from Essence-Draining Battle Pattern on a battlegroup
primarily composed of demons, that battlegroup loses 2 Might instead of 1.
While most demon battlegroups have at least a Might of 1, should it be relevant, if a Might
score of -2 is achieved, use the following penalties: -2 to accuracy and damage, -1 to Defense.

Chaos-Quelling Battle Pattern


Cost: -
Minimums: War 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Essence-Draining Battle Pattern
Every group of Fae has a story they are collectively telling. A Sidereal who knows Chaos-
Quelling Battle Pattern has learned the internal politics of the Fair Folk, and can tilt the battlefield to
contradict that story. Whenever she uses a drain complication from Essence-Draining Battle Pattern on
a battlegroup primarily composed of Fair Folk, that battlegroup loses 2 Might instead of 1.
While most Fair Folk battlegroups have at least a Might of 1, should it be relevant, if a Might
score of -2 is achieved, use the following penalties: -2 to accuracy and damage, -1 to Defense.

Ghost-Banishing Battle Pattern


Cost: -
Minimums: War 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Essence-Draining Battle Pattern
Ghosts endlessly chase their fetters and fresh blood. A Sidereal can visit the graves of the fallen
warriors who make up undead armies and piece together how to exploit the passions that kept them
from Lethe. Simpler undead such as zombies and skeletons can be counteracted by understanding the
limits of the intelligence granted by their lesser afterlife. Whenever she uses a drain complication from
Essence-Draining Battle Pattern on a battlegroup primarily composed of undead, that battlegroup loses
2 Might instead of 1.
While most ghosts battlegroups have at least a Might of 1, lesser undead are often intimidating
by virtue of vast numbers and Perfect Morale, not individual might. If a Might score of -2 is achieved,
use the following penalties: -2 to accuracy and damage, -1 to Defense.

All-Encompassing Battle Pattern


Cost: -
Minimums: War 5, Essence 4
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Demon-Blocking Battle Pattern, Chaos-Quelling Battle Pattern, Ghost-Banishing
Battle Pattern
Standing on top of her prior insights into undermining the effectiveness of Creation's greatest
foes, the Sidereal learns the secrets to undermining any army, and even more devastatingly. When she
uses Essence-Draining Battle Pattern, she banks [Essencex2] drain complications. Further, each
complication reduces the army's Might by 3. If a Might score of -3 is achieved, use the following
penalties: -3 to accuracy and damage, -2 to Defense.
Using this Charm on a battlegroup with even a single soldier who is Creation-Born is a heretical
contrivance of heavenly law. The Celestial Bureaucracy has a vested interest in keeping the methods
that would undermine the efficacy of Creation's armies secret from her foes. No such notice would be
taken for using All-Encompassing Battle Pattern on beings not born of Creation's Tapestry. As the gods
are suspicious of anything they have not bureaucratized and learned to negotiate or outright control,
they are pleased to have such beings' weaknesses be common knowledge.
Charms for [REDACTED]
(Secrets)
Investigation
Auspicious Prospects for Journeys
Cost: 1m
Minimums: Investigation 1, Essence 1
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: None
The Sidereal learns of a place that her target either should arrive or must not arrive, and a date at
which it would best suit destiny for that event to either occur or fail to occur. Armed with this
knowledge, unless a major event alters the Bureau of Destiny's planning, any travel aid (in the case of
arrival) or travel hindrance (in the case of avoidance) the Sidereal provides, or any Star Charts the
Sidereal makes for that target have her target number reduced by one (usually from 7 to 6), or raise
static values by 1 as a non-Charm bonus. Auspicious Prospects for Journeys can affect rolls and static
values derived from other Abilities.
Viziers have been known to kidnap homebodies, or blockade whole islands to ensure the fates
of their charges.

Auspicious Prospects for Serenity


Cost: 1m
Minimums: Investigation 1, Essence 1
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: None
The Sidereal learns of a person or thing that her target should encounter, and a date at which it
would best suit destiny for that event to occur. Armed with this knowledge, unless a major event alters
the Bureau of Destiny's planning, any attempts to convince one or both parties to meet, or any rolls to
produce the destined item, have the target number for their associated rolls reduced by one (usually
from 7 to 6), or raise static values by 1 as a non-Charm bonus (such as Guile). Auspicious Prospects for
Serenity can affect rolls and static values derived from other Abilities.
Viziers have been known to give auspicious gifts that prove vital to a character's next endeavor,
to make the perfect introduction between kinships that accomplish legendary feats, or to weave a
Resplendent Destiny and simply become the person her target desperately needs by his side to achieve
his life's goal.

Auspicious Prospects for Battles


Cost: 1m
Minimums: Investigation 1, Essence 1
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: None
The Sidereal learns of a conflict that must occur between the target and another entity, who
among the combatants destiny has determined should win that conflict, and a date at which it would
best suit destiny for the conflict to conclude. Armed with this knowledge, unless a major event alters
the Bureau of Destiny's planning, any attempts to aid or intervene on the destiny-determined winning
side by the Sidereal have the target number for their associated rolls reduced by one (usually from 7 to
6), or raise static values by 1 as a non-Charm bonus (such as Parry). Auspicious Prospects for Battles
can affect rolls and static values derived from other Abilities.
Warlords who make dark pacts with forces outside of fate to make up for long odds often find a
Sidereal neutralizing her advantages with a battle mastery enhanced by a Maiden's blessing.

Auspicious Prospects for Secrets


Cost: 1m
Minimums: Investigation 1, Essence 1
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: None
The Sidereal learns of a truth that must either be hidden or revealed to a target, and a date at
which it would best suit destiny for the revelation to happen or the occulting to last. Armed with this
knowledge, unless a major event alters the Bureau of Destiny's planning, any attempts to show or teach
(in the case of revealed truth) or hide knowledge (in the case of hidden truth) from the target by the
Sidereal have the target number for their associated rolls reduced by one (usually from 7 to 6), or raise
static values by 1 as a non-Charm bonus (such as Resolve). Auspicious Prospects for Secrets can affect
rolls and static values derived from other Abilities.
With the Sidereal's meddling, a farmer could learn enough economic theory to found the
greatest mercantile association of Creation simply by selling his wares by the roadside, or an Exalt
could fail to achieve mastery over sorcery even while surrounded by a lost age's worth of sorcerous
lore.
Auspicious Prospects for Endings
Cost: 1m
Minimums: Investigation 1, Essence 1
Type: Simple
Keywords: Destiny, Fate
Duration: Indefinite
Prerequisite Charms: None
The Sidereal learns the length of a person, place, or thing's remaining time in Creation or Yu-
Shan. Typically a person's time ends with death, but a complete break with Fate, such as becoming a
Wyld addict, is another possibility for the end of a thread - though this distinction is not apparent to the
Sidereal. Armed with this knowledge, unless a major event alters the Bureau of Destiny's planning, any
attempts to spare (in the case of time remaining) or destroy (in the case of time being up) the target by
the Sidereal have the target number for their associated rolls reduced by one (usually from 7 to 6), or
raise static values by 1 as a non-Charm bonus (such as Defense during Defend Other). Auspicious
Prospects for Endings can affect rolls and static values derived from other Abilities.
Viziers have been known to be the most loyal of bodyguards and the most dedicated of
physicians up until their wards' last day.

Auspicious Prospects for All


Cost: -
Minimums: Investigation 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: At least one Auspicious Prospects Charm
The Sidereal can target a group with a Size up to her Essence with any Auspicious Prospects
Charm she knows.

Efficient Secretary Technique


Cost: 2m
Minimums: Investigation 2, Essence 1
Type: Simple
Keywords: Destiny, Fate
Duration: One round
Prerequisite Charms: At least one Auspicious Prospects Charm
Upon using Efficient Secretary Technique, a small emerald pattern spider coalesces from
nothing inside her mouth. Gently spitting out the conjured spirit, it dematerializes armed with the
unspoken instructions to fetch some particular piece of information for its maker. The pattern spider
returns only objective facts unshaded by nuance or interpretation that may be found in the weave of the
Loom. The demateralized spider pulls on the strands of the nearby weave, reading information in the
vibrations. Questions targeting beings or areas outside of its influence, or knowledge it cannot
ascertain from the arrangement of motes in the weave of the Loom, result in a mute spider
materializing in the Sidereal's line of sight, then respectfully bowing and skittering off.
For questions such as “How tall is Ma-Ha-Suchi today?” or “What does the Bureau of Seasons
have planned for weather over the Imperial City on the 13th of Ascending Fire, Realm Year 812?” will
result in the spider returning shortly (at the end of the round in combat) to materialize on the Sidereal's
shoulder and chitter the answer in her ear. The spiders are as literal as machines, however, so questions
such as “What is Mnemon up to?” typically result in an answer such as “Reading her House ledgers”
instead of something more insightful like “Plotting the financial ruin of House Ragara.” They have
internalized every language and ontology, so they are able to resolve queries asking about the Five
Score Fellowship in Flametongue as easily as questions regarding the Sidereal Host in Old Realm.
Questions of insufficient specificity return large results, which the pattern spider will be content to list
until the end of time, such as “What does the Bureau of Seasons have planned for weather over the
Imperial City on the 13th of Ascending Fire” which will start with the planned weather in Year 1 as
defined by the victors of the Primordial War, millenia before the founding of today's Scarlet Dynasty,
and continue on to Year 2, and so on for as many years as the Bureau of Seasons has thus far planned
into the future. The Sidereal may stop the spider at any time with a wave of her hand, though doing so
requires any further spider commentary be commanded by using the Charm be used again, which
inevitably summons a different spider with no knowledge of the previous query. Any sorting
instructions must be included in the original query.
For opinion questions such as, “Do all Lunars hate pants?” the spider will simply respond,
“Mindstate unknown.” even if the query is refined to a particular Lunar, since it cannot read minds and
fails all Read Intentions rolls. For judgment questions such as “Who is the fairest of them all?” the
spider will similarly respond, “Mindstate unknown.” even if a particular standard of beauty is specified.

Research Assistant Invocation


Cost: 5m
Minimums: Investigation 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Efficient Secretary Technique
Sidereals must know many things to ensure the proper flow of fate. Yet, with only 100 of them,
snarls in the Loom build up faster than they can be untangled. In such time crunches, the Sidereal can
wave her hand over a small plant to transform it into an endlessly patient and thorough humanoid
research assistant (with leaves in lieu of hair), with the following features:

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.

Embracing Life Method


Cost: 10m, 1wp, 1bhlvl
Minimums: Investigation 4, Essence 2
Type: Simple
Keywords: Prayer Strip
Duration: Five Days
Prerequisite Charms: Research Assistant Invocation
Burying a prayer strip with the scripture of That Old Thing, the Sidereal can bring a question to
the forefront of her mind, typically by repeating it to herself during the digging and interring process.
The next day, a tall mulberry tree sprouts from the spot, and begins to attract forest spirits. Those spirits
bring gifts and writings as suit their fancy, typically a garland of vines or markings in the dirt.
Should the Sidereal return on the fifth day, she may roll [Charisma+Investigation] to interpret
the gifts as they have bearing on her question, with a penalty related to the obscurity of the question
(for a simple mathematics question, no penalty would apply, for insights into conspiracies closely held,
such as the favorite successor to the Dragon Throne of the Cynis House council, a penalty of -2 may
apply, for insight into secrets few know and are hidden from fate such as the location of the Scarlet
Empress, a penalty of -5 might apply, for insight into the minds of the Primordials-that-were who are
now the Neverborn as they forged Creation, a penalty as large as -10 may apply). For each success, she
gains one relevant piece of information related to her query, up to the maximum possible known things
about the query. Each day the Sidereal misses that date removes one success from her roll (the sixth
day may feature a storm that erases the dirt markings resulting in one less success, on the third day the
spirits have not yet finished their gifting resulting in two fewer successes).
There is no limit to the query the Sidereal can make, not even the knowledge of the spirits that
answer the call - they often are moved by forces they themselves do not understand.
Larceny
Avoiding the Truth Technique
Cost: 3m
Minimums: Larceny 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Telling a lie so obvious or planting evidence that no self-respecting criminal would leave
behind, the Sidereal throws the investigators on her trail or the inspectors looking for someone off-
track. When attempting a disguise, dealing with the criminal underworld, or hiding evidence in a scene
in such a manner that she attempts to obscure the truth she reduces the target number of the roll by 1
(usually from 7 to 6).
Avoiding the Truth Technique can put the Sidereal in the position of attempting to disguise
herself as herself - in such situations, her skill in disguise is used to measure how effective she is at so
obviously trying to be the person known as, say, 'Iron Siaka' that those around her believe she is
making that up. She may reflexively use this Charm to attempt to impersonate herself. She ignores the
penalty for disguising herself as a specific person when disguising herself as herself, no self-reflection
or self-observation required. Who the onlookers believe her to be is based upon their imaginations, but
any who do not pierce her 'disguise' by overcoming her successes in a contested roll are convinced she
is not who she claims to be. Those who do unravel the Sidereal's game are often ridiculed by those who
do not, often being taunted for their lack of astute observation skills or for their gullibility.

Not Breaking Character


Cost: 3m
Minimums: Larceny 4, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: Avoiding the Truth Technique
So long as the Sidereal is successfully disguised vs. her target, including while she is under a
Resplendent Destiny, she may lower her target number by 1 for any roll (typically from 7 to 6). Not
Breaking Character may supplement rolls from other Abilities.
Paranoid Sidereals have been known to try to activate this Charm against targets who may be
guileful enough to fool the Sidereal that they have been fooled. Being unable to spend the motes
triggers a mental alarm.

Masque of the Uncanny


Cost: 7m, 1wp
Minimums: Larceny 4, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Avoiding the Truth Technique
When attempting to disguise herself as something typically beyond fate's grasp, such as a ghost,
a Fae, a demon or otherwise, the Vizier crafts a visage of what she would be were she to become that
class of being instead of herself. She can step into the role with grace, lowering her target number on
the disguise roll by 1 (usually from 7 to 6). Further, beings of the type she is disguising herself as add
the Sidereal's [Larceny] to the difficulty to pierce her disguise. They see the markings they are
accustomed to, and accept that she is one of them.

Conning Chaos Technique


Cost: 10m, 1wp, 1bhlvl
Minimums: Larceny 5, Essence 3
Type: Supplemental
Keywords: Prayer Strip
Duration: Instant
Prerequisite Charms: Masque of the Uncanny
The Sidereal strides out beyond Creation and into the Wyld, holding aloft the Scripture of the
Savory Maiden which blazes with the light of the Daystar. There she rifles among the owner of the
waypoint's possessions, and among them finds an object which acts as a title or deed that symbolically
cements the owner's hold over that waypoint. She may then swap the Scripture of the Savory maiden
for that deed, granting her dominion over the waypoint. The Scripture is the Sidereal's calling card -
any wronged owner of the waypoint knows who stole their dream-land.
The former owner of the waypoint finds that their will is no longer law in its boundaries. She
can claim no Glamour from its dreamstuff. But it remains the Wyld until the Sidereal submits the object
she stole to the Bureau of Destiny. The gods there can use this arcane link to siphon out the Wyld from
the area, and return it to Creation's stability if it is a tainted land, Bordermarch waypoint,
Middlemarches waypoint, or Deep Wyld waypoint. If the Sidereal goes as far out to Pure Chaos and
returns to the Bureau of Destiny, the Bureau can design an annex to Creation of whole cloth,
reminiscent of the Solar Charm Wyld Shaping Technique's ability to forge new lands. What lands are
made from Pure Chaos is not for the Sidereal to control, though she may lobby her superiors in the
Bureau of Destiny to influence those who do control such matters.
There is no simple roll for such a task - often the travel to the waypoint, evading or besting the
guards present, and locating the title or deed object, which could be anything at all, then returning
whole and hale can be a session unto itself. Most Sidereals of the Second Age find themselves busy
protecting the already vast span of Creation, and do not take the time to reclaim her tainted corners, or
to widen her boundaries.

Cheating Death of Her Titles


Cost: -
Minimums: Larceny 5, Essence 3
Type: Permanent
Keywords: Prayer Strip
Duration: Permanent
Prerequisite Charms: Masque of the Uncanny
The Sidereal learns to reintegrate shadowlands in the Loom's full purview, both night as well as
day. Unlike the prerequisite, Cheating Death of Her Titles does not have an ownership object to swap
with the Scripture of the Savory Maiden. Instead, the Sidereal must find the being who broke the veil
between Creation and the Underworld, bind it in the Scripture of the Savory Maiden, and place that
dark master at the center of the shadowland. If that being's soul has passed on through Lethe, then the
first ghost to be created in the shadowland is required. If that ghost has passed through Lethe, then the
second will suffice. If no such ghosts exist past the formation of the shadowland... then the Sidereal can
take steps to produce one.
While the being or ghost is bound by the Scripture, the Daystar's light is enhanced over the area,
scorching the death from it over the course of a full day. At sunset that day, the shadowland does not
transition into the Underworld, but instead loses its designation as a shadowland and becomes fully
Creation once more. Should the being or ghost be moved from their spot or freed from his binding
before a full day's light hits the shadowland, the Scripture of the Savory Maiden loses its glow, and the
process must begin from the start.
This Charm has no effect on the Underworld, the Labyrinth, or the Void. Such places are too far
gone from Creation's orbit, and too stiff with the stuff of death to be changed by Cheating Death of Her
Titles, at least while the Neverborn still stand astride the Void's edge.

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).

Sidereal Shell Games


Cost: 10m
Minimums: Larceny 3, Essence 1
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: Thought-Swiping Distraction
As easily as the Sidereal can steal the shirt off of someone's back, she can swipe the fate of her
foe's protection and use it for her own. She rolls (Wits+Larceny), the successes of which reduce the
target's soak - the Sidereal gains the soak lost. This gained soak is natural, and does not count as armor.
While a single Sidereal can only benefit from one activation of Sidereal Shell Games, multiple
Sidereals can stack the effect on the same target. Even the hardiest Lunar can become bereft of their
shells, laid bare for Sidereal knives.

Name Pilfering Practice


Cost: 5m
Minimums: Larceny 4, Essence 2
Type: Simple
Keywords: Psyche, Stackable
Duration: Scene
Prerequisite Charms: Thought-Swiping Distraction
The Vizier rifles the minds of everyone present, lifting a single name from each such that they
cannot think to mention or speak of the persona-non-grata. Whenever the conversation might verge into
mentioning that name, it veers away before it reaches it, overtaken by a more interesting or urgent
matter. If the person is present in the scene, no one seems to notice them. If that person demands
attention, they are asked 'Who are you?' before anything else, and cannot bring up their own name or
rank or relations. A single Sidereal can call upon Name Pilfering Practice multiple times, ostracizing
entire cliques should she commit the Essence.
The Sidereal rolls Manipulation+Larceny and compares the result to the modified Resolve of
everyone present. Any Intimacy in the form of a Tie towards the persona-non-grata themselves (though
not towards a group identity they hold) increases the Resolve of the agent who holds it, as strong
feelings can resist the Sidereal's sleight of mind.
The Sidereal can steal her own name from the scene's mind, while being immune to the effect
herself. This can be useful when among the investigators looking into her crimes - those present will
inevitably land on some other suspect.

Dream Confiscation Approach


Cost: 6m, 1wp
Minimums: Larceny 4, Essence 2
Type: Simple
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Name Pilfering Practice
Casting a dematerialized net made from her own Essence over the victim's head, then raking it
through to trawl up her catch, she steals a dream from the victim. A Dexterity+Larceny roll is needed to
hide this action and the resultant dreamstone from onlookers. Beings who can perceive the dematerial
are more likely to notice - for those who cannot, the Sidereal gains her Essence in non-Charm successes
to the roll. The one being stolen from gains their Essence in bonus dice to the Perception+Awareness
roll to notice the strands being pulled over their own eyes. Those who see the action may not
understand what a dream-net might be capable of, but since the movement is reminiscent of kidnapping
someone's mind and tossing it in a bag, they likely interpret the action as hostile if the Sidereal has not
made a convincing explanation beforehand.
The dream is an Intimacy the target holds. It may be the quest to create a just world. Or, it could
be a desire, like an unrequited love. It could be ambition, such as the need to rule their homeland or
ascend to high office within a bureaucracy. Whatever it is, it is unrealized in the target's life. The
Intimacy the Exalt catches is not up to her; like the fisherman, whatever swims into her net is the catch
of the day. Some unimaginative or privileged targets have no unrealized dreams, and the net comes up
empty.
While the Sidereal has that dream, she learns of it's nature. The Intimacy is dormant in the
person from which she stole it. The Sidereal can give it back using the same roll as above, in which
case the victim reinstates the Intimacy on their sheet. Should the Sidereal keep the Intimacy, she can
frame it in her office, use it as an exotic Crafting material, or simply dump it in the nearest canal. It
looks like a dreamstone that shows not a scene from the past, but a glimpse of the future in which the
dream is achieved.

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.

Of Truths Best Unspoken


Cost: 10m
Minimums: Lore 3, Essence 1
Type: Simple
Keywords: None
Duration: Three hours
Prerequisite Charms: The Remembered Page
By assessing the stars, and having a topic in mind such as 'Mnemon' or 'Yurgen Kaneko' or
'Eagle's Launch' or 'Jiara' or 'The Eye of Autochthon' or 'The Crown of Thunders' a Sidereal can discern
a path to a sepulcher in which the details of a future tragedy are hidden from the world. The sepulcher
is always three hours travel away, no matter how travel-ready the Sidereal is or how many other
sepulchers might be hidden in the intervening distance. Digging up the sepulcher reveals the future
tragedy's date as well as clues as to the future tragedy as it relates to the topic in the Sidereal's mind at
the outset. Interpreting the clues requires an Intelligence+[higher of Lore or Investigation] roll, where
the Lore specialty is either 'Fate' or the topic queried.
The clues in the sepulcher vary based on the Caste of the Sidereal or Sidereals looking in on the
unearthed clues. Sidereals who do not know Of Truths Best Unspoken cannot find the sepulchers by
themselves, but they can accompany another Sidereal and interpret the clues found there.
Journeys: The clues always mention where the tragedy will occur. They sometimes mention who will
be there. They rarely mention the nature of the tragedy.
Serenity: The clues always mention who will be there. They sometimes mention the nature of the
tragedy. They rarely mention the location.
Battles: The clues always mention if the tragedy is intentional, and whose intent it is when intent is
present. They sometimes mention the location. They rarely mention who will be there.
Secrets: The clues always mention the nature of the tragedy. They sometimes mention the belief an
actor thought to be true but is objectively false that contributes to the tragedy. They rarely mention the
information that must be destroyed or kept secret to prevent the tragedy.
Endings: The clues always mention who will die as a result of the tragedy. They sometimes mention
who will survive the tragedy. They rarely mention intent, and whose intent.
'Always' clues are typically difficulty 1 to interpret, 'sometimes' clues are difficulty 3, and 'rare'
difficulty 5. Other clues are at the Storyteller's discretion.

Of Secrets Yet Untold


Cost: 5m, 1wp
Minimums: Lore 3, Essence 1
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: The Remembered Page
Once per scene, The Sidereal learns a secret of use in the current scene. Confronted with a lock,
she may learn the combination or implement required to open it. Confronted with an unbound demon,
she may learn the name of the sorcerer who failed to bind it. In the presence of a god, she may learn its
domain. In a political context, she may learn an influencer's critical Intimacy. Possessed with this
knowledge, she may act on it. But, if anyone else learns what she knows by her words or actions, she
forgets the secret and may never relearn it. When told of the once-secret, the knowledge slips her mind,
or she remains oblivious even in situations where the information is blindingly obvious. Such is her
punishment for revealing a secret she learned through the Maiden's gifts.
Players and Storytellers are encouraged to be as secretive as possible while activating Of
Secrets Yet Untold. Absconding to another room, passing notes, using code phrases are all encouraged
to keep the revealed information out of the minds of the other players or their characters.
Sidereals who know this Charm can seem supremely competent but infuriatingly obtuse. Out of
habit, some Sidereals adopt a manner of speaking that does not reveal their methods, confounding their
curious peers.

Of the Shape of the World


Cost: 5m
Minimums: Lore 3, Essence 1
Type: Simple
Keywords: Fate
Duration: Instant
Prerequisite Charms: The Remembered Page
The Sidereal unfolds a piece of paper while activating this Charm, and upon the page her
Essence writes a detailed map of the topography surrounding her out to Extreme range as well as the
actors upon that terrain. The Sidereal's familiarity with those actors color how detailed the markings are
of the people in her surroundings. She may know well her Sifu, who is marked by name. But someone
she only saw in passing might be noted 'The blue-haired man you glimpsed at the star-gazing party last
week'. Battlegroups need not list every person, but simply be a mass marked as 'The Twenty-Third
Imperial Legion, lead by Cathak Kitono'. People the Sidereal has never met, and beings outside of fate
do not appear on the map.
Knowing the location of a being on the map does not break his successful stealth vs. the
Sidereal. Ambush and surprise attacks still function normally. However, the Sidereal may attempt to
strike the hidden figure with a blind penalty (typically -3), or retry an attempt to notice them.
Of Things Desired and Feared
Cost: 10m
Minimums: Lore 4, Essence 2
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: The Remembered Page
Describing an epic goal she wishes to achieve or an unhappy fate she wishes to avoid, the
Sidereal learns what is required of her to make that goal come to pass or to prevent that fate. Depending
on the nature of the goal or fate, the cost to the Sidereal may be trivial, moderate, or severe. To eat the
finest spun Ambrosia in Yu-Shan may simply require that she lean on her salary, and visit the Cerulean
Lute of Harmony. To be Initiated into Terrestrial Circle Sorcery may require her to do a favor for a
spirit and then submit to their tutelage. To slay a specific Anathema may require she move entire armies
into place and be willing to forfeit the lives of her allies or her own life. To prevent a common cold, she
will learn who to avoid this week. To keep a particular Dynast alive she may need to cut the thread of
the assassin who will later be hired to kill him. To prevent a Third Circle Demon from being summoned
this Calibration, she may need to arrange for a Solar sorcerer to meet his own epic goal so that he does
not reach for that particular power in his quest for glory.
The path she learns of may only be one of many. The knowledge of how to accomplish the goal
does not bind the Sidereal to walk that particular path to her goal. She may only want to know the
requisite steps towards a goal so that she could avoid overcommitting herself and her loved ones to
costly, but not impossible, endeavors. The only quests to which this Charm will not return an answer
are time travel and true resurrection.

Of Horrors Best Unknown


Cost: 10m
Minimums: Lore 5, Essence 2
Type: Simple
Keywords: Fate
Duration: Indefinite
Prerequisite Charms: Of Secrets Yet Untold, Of the Shape of the World
Changing her entire frame of reference, the Sidereal abandons her connection to the Loom of
Fate in favor of another destiny-like construction. It may be the Calendar of Setesh, the Design of
Autochthon, the awareness of a Yozi's particular Descending Hierarchy, the swirling desires of the Pure
Chaos, or patterns weirder yet. While Of Horrors Best Unknown is active, she considers any person,
place, or thing in the Loom of Fate as outside of fate for the purposes of her Charms and other powers.
Instead, people, places, and things under the purview of her new system are considered in fate for those
Charms and powers.
Sidereals who spend a prolonged amount of time exposed to these systems often find
themselves sympathetic to the worldview they have adopted, even if that worldview might consider
Creation an experiment past its expiration date. The Maidens themselves have been known to converse
with Sidereals cast adrift by Of Horrors Best Unknown, though rumors about whether they are
attempting to guide their Chosen back home or simply to experience another reality by querying a
competent translator are unconfirmed. All transcripts are classified.

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.

Transcendent Hatchet of Fate


Cost: 16m, 1wp, 1bhlvl
Minimums: Lore 5, Essence 3
Type: Simple
Keywords: Prayer Strip, Fate
Duration: Instant
Prerequisite Charms: Any three Lore Charms
The Scripture of the Maiden in Terror glows green when empowered by the Sidereal's Essence,
will, and blood. When shown to an unfortunate target, the Sidereal writes his worst fear into his destiny.
The target is aware of the meaning of the words even if he cannot read them. This knowledge shakes
him to his core, requiring a contested Essence+Willpower roll against the Sidereal's Essence+Lore roll.
Any successes the Sidereal has in excess of her victim results in that many lost willpower by the
victim. Any willpower the victim cannot lose become penalties (so two unpaid willpower becomes a -2
penalty) to all the victim's actions until they have willpower once again. Treat these penalties as fatigue
penalties.
How the target reacts varies by the target's nature. Some victims may thank the Sidereal for
informing him, and set his affairs in order before his destiny comes to pass. He may rage against fate
itself and commit himself to avoiding the revealed fear coming to pass by whatever means necessary.
He may blame the messenger, or may know full well that the Sidereal had a hand in writing this fate,
and become violent. He may sulk in nihilism, waiting for his fear to take him.
However the message is delivered, and however the target takes the bad news, the Sidereal and
the Storyteller should collaborate on what that fate might be based on the target's Intimacies and the
Sidereal's creativity. A dramatic reading of the fate is both an excellent opportunity for stunt dice to the
Sidereal's roll as well as a chance to solidify and define the destiny written into the target's Merit list
(see Scroll of the Monk p. 151).
Beings who are not constrained by fate, that is those that cannot have the Destiny Merit, cannot
be targeted by this Charm. This includes Celestial Exalted as well as beings outside of Fate. Gods and
elementals, whatever their power, can be targeted, though woe upon the Sidereal who would wish the
Incarnae's fears come to be.

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.

Harmonized Essence Chords


Cost: -
Minimums: Occult 3, Essence 2
Type: Permanent
Keywords: Destiny
Duration: Permanent
Prerequisite Charms: Telltale Symphony
Having learned how to hear the music of essence, the Sidereal learns whether it aligns with
destiny's plans. Effects such as a spirit ministering to their domain in accordance with heaven's will
sound like a harmonized accompaniment to the song of the world - a welcome addition. An Abyssal
using their dark powers to cut the threads of those whose time has not yet come sounds like dissonant
notes being struck with no regard for key or tempo. Gradations are possible, and the Sidereal knows
just how far afield the essence expenditure is as an unrolled action whenever Telltale Symphony is
active.

The Taste of Life


Cost: - (5m)
Minimums: Occult 3, Essence 1
Type: Permanent
Keywords: Fate
Duration: Permanent
Prerequisite Charms: Mark of Exaltation
When the Sidereal activates Mark of Exaltation, she may enhance her perception to include a
taste for every person, place or thing on whose surface the Mark of Exaltation's light shines. Beings
primarily connected to fate, such as mortals and Creation's Exalts, or things of the two worlds the
Loom of Fate governs, such as a peach or immortality or a simple farmer's sickle, taste familiar, like
home cooking. Beings who are not connected to fate and things from outside the dual purview of the
Fivescore Fellowship, and on which many Sidereal Charms are less effective, taste like exotic spices,
standing out to the Sidereal's enhanced perception. This includes the Fair Folk, or Freeholds, and their
works of Glamor, but also demons, ghosts, zombies, as well as grave goods or demonic items.
Autochthonian beings and wares taste neither familiar nor spicy, but rather metallic as if brass dust
were spread through the meal. The Sidereal's tongue takes in all these tastes at once, and she can
differentiate which objects, beings, and places are associated with which tastes.

To Touch the Unwoven


Cost: - (5m)
Minimums: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mark of Exaltation
For 5 motes, the Sidereal can instruct the light emanating from the Mark of Exaltation to hug
the outline of herself and her personal effects. While so illuminated, she may interact with
dematerialized beings as if they had bodies, and they may do the same to her. Something as simple as a
leg up over an obstacle can be arranged from an ancestor ghost, or a wild night of passion with a
terrestrial spirit. Of course, violent strikes can also be arranged, but the Sidereal fights on the spirit's
turf - much more spiritual power can be summoned to retaliate without the burden of materializing
weighing on the spirit's motes. The Sidereal can reflexively drop the commitment of To Touch the
Unwoven to have the spirit's attacks pass harmlessly through her.

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.

Terrestrial Circle Sorcery


Cost: -
Minimums: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Sidereal steps through the First Circle and is forever transformed. Upon learning this
Charm, the Exalt gains the ability to learn and cast spells from the Terrestrial (a.k.a. Emerald) Circle of
sorcery. In addition, she learns one shaping ritual (Exalted, p. 466) and one Terrestrial spell for free.
The spell selected becomes the sorcerer’s “control spell,” and may be referenced in the mechanics of
certain Charms. In addition, Sidereal sorcerers reduce the target number of any rolls associated with
their control spell by 1 (usually from 7 to 6) such as the Shape Sorcery action or any rolls the spell calls
for once cast.

Master of Terrestrial Weaving


Cost: -
Minimums: Occult 3, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery
When the Sidereal uses a Shape Sorcery action on a Terrestrial Circle spell, she reduces the
target number on the roll by 1 (usually from 7 to 6).

Shadowlands Circle Necromancy


Cost: -
Minimums: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery
The necromancer steps through the first liminal boundary into knowledge of the dark arts. She
learns one necromantic shaping ritual (see future supplement 'Solid Shadows and Walking Bones: Third
Edition Necromancy') and one Shadowlands (a.k.a. Iron) circle spell for free. The spell selected acts as
an additional control. Sidereal necromancers reduce the target number of any rolls associated with
their control spells by 1 (usually from 7 to 6) ,such as the Shape Sorcery action or any rolls the spell
calls for once cast.

Celestial Circle Sorcery


Cost: -
Minimums: Occult 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery
The Sidereal ascends to the Second Circle and awakens to a deeper understanding of how
essence weaves the Loom of Fate. In Creation and Yu-Shan combined there are only a handful of
sorcerers at this level of power. Upon learning this Charm, the Exalt gains the ability to cast spells from
the Celestial (a.k.a. Sapphire) Circle of sorcery. In addition, she learns one shaping ritual and one
Celestial spell for free. The spell selected acts as an additional control. Sidereal sorcerers reduce the
target number of any rolls associated with their control spells by 1 (usually from 7 to 6), such as the
Shape Sorcery action or any rolls the spell calls for once cast.

Master of Celestial Weaving


Cost: -
Minimums: Occult 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Celestial Circle Sorcery
When the Sidereal uses a Shape Sorcery action on a Celestial Circle spell, she reduces the target
number on the roll by 1 (usually from 7 to 6).

Labyrinth Circle Necromancy


Cost: -
Minimums: Occult 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Shadowlands Circle Necromancy, Celestial Circle Sorcery
The necromancer is no longer satisfied with the taste of voidstuff lesser necromancy provides.
She delves deeper into the Underworld’s dark mirror of sorcery, learning another necromantic shaping
ritual and one Labyrinth (a.k.a. Onyx) circle spell for free. The spell selected acts as an additional
control. Sidereal necromancers reduce the target number of any rolls associated with their control
spells by 1 (usually from 7 to 6), such as the Shape Sorcery action or any rolls the spell calls for once
cast.
Stealth
Soft Presence Practice
Cost: -
Minimums: Stealth 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Sidereals can don the mask, but as it is broken, cannot unmask themselves afterwards - the
Sidereal is forever changed. At all times, the Sidereal has a difficulty to perceive based on her last
Dexterity+Stealth roll, on which she reduces the target number by 1 (usually from 7 to 6). She must
stomp or clap her hands to get the attention of unperceptive peers. Only reroll this pool when either the
nature of her surroundings change to the extent that they give Stealth bonuses or penalties (such as
combat, a change in lighting, a distraction, etc.), or if the Sidereal chooses to reattempt hiding to best
her last attempt. Besting her last attempt suffers from cumulative -1 retry penalties (the first retry at -1,
the second retry at -2 etc.), which reset at the end of a scene. Generally, this means the Sidereal rolls to
establish stealth concurrent to every Join Battle at a -3 penalty.

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.

Walking Outside Fate


Cost: 5m, 1wp
Minimums: Stealth 3, Essence 2
Type: Simple
Keywords: Mute, Fate
Duration: Indefinite
Prerequisite Charms: Soft Presence Practice
The Sidereal abandons the Loom of Fate. Her thread is no longer found there; Charms and
effects which rely on the target being bound by fate no longer affect her. She keeps her connection to
destiny for the purposes of altering it - but from afar. Oversight cannot send her messages. Bureau
heads must use mundane sources of information to see if she is on task. Fellow Sidereals are much less
capable of tracking her down.

Subordinate Inspiration Technique


Cost: 1m
Minimums: Stealth 3, Essence 1
Type: Supplemental
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: Soft Presence Practice
While speaking to a target that cannot perceive the Sidereal, she attempts to convince the target
that the source of the words are the target's own mind. No one else who is unaware of the Sidereal can
hear her words, though those who are aware of the Sidereal are capable of doing so. The target rolls
their [Willpower+Integrity] against a difficulty of the Sidereal's [Stealth]. Should the target succeed, he
understands the words are not from within; he may attribute them to a god or demon as his imagination
dictates. Should the target fail, he is convinced the ideas or urgings are his own. Treat this as surprise
social attack, lowering the target's Resolve with a -2 penalty. The Sidereal is unable to gain Appearance
dice against the target's Resolve, since she is not perceived by the target.
This Charm can support actions and Charms from Abilities other than Stealth.

Gift of a Broken Mask


Cost: 5m, 1wp
Minimums: Stealth 4, Essence 2
Type: Simple
Keywords: Fate, Touch
Duration: Indefinite
Prerequisite Charms: Subordinate Inspiration Technique
With a touch, the Sidereal can extend to another their Arcane Fate, making him both an
honorary member of the Fivescore Fellowship, and usually erasing his membership in all other social
circles. The target gains every advantage and disadvantage of Arcane Fate, including access to the
Acquaintances Background. The target need not consent - avoiding the Sidereal's touch or using a
Charm such as Destiny Manifesting Method are some of the few ways to remain in the minds of the
target's peers, family, and friends should the Sidereal wish to erase the target from their memories by
bringing the curse of a broken mask down upon them.

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.

Blinding the Boar


Cost: 4m
Minimums: Stealth 3, Essence 1
Type: Reflexive
Keywords: Psyche
Duration: Instant
Prerequisite Charms: Soft Presence Practice
Upon being discovered, the Sidereal creates a momentary fate-copy of herself. This copy cannot
speak, but otherwise appears like the Sidereal herself as the copy rounds a corner, falls down a trap
door, hides in the tall grass, or makes some other dramatic exit. The Sidereal can use this distraction to
re-establish Stealth with a penalty to the dice pool of the party who found her equal to her -[Essence].
Should her attempt to re-establish Stealth succeed, the onlooker is fooled into believing the fate-copy is
the true Sidereal, and often chases said copy only for it to vanish while she doesn't have a direct line of
sight to the distraction.

Ceasing to Exist Approach


Cost: 4m, 1wp, 1bhlvl
Minimums: Stealth 5, Essence 3
Type: Reflexive
Keywords: Prayer Strip, Fate
Duration: Until fully healed
Prerequisite Charms: Gift of a Broken Mask, Blinding the Boar
The Sidereal prepares a Scripture of Absence, keeping it on her person in case the worst should
come to pass. She must pay the cost of Ceasing to Exist Approach prior to activating it, and maintain
the mote commitment until she is fully recovered.
As a special activation rule, the Sidereal can only activate Ceasing to Exist Approach when her
Incapacitated health level would be filled, and she is not currently under the effects of Ceasing to Exist
Approach. Doing so prevents her Incapacitated health level from being filled, and negates any further
damage (though the strike can still damage her, and fills all other health levels with damage should they
not already be filled).
Activating Ceasing to Exist Approach creates the temporary death of her old self. She leaves
behind a false corpse and her true self appears somewhere in Creation or Yu-Shan as the mortal, god,
elemental, Exalt, or so on that the Bureau of Destiny most needs someone to stand in for to continue
the proper functioning of the Loom of Fate. She is conscious, but wounded, with appropriate memories
to meet her role granted by Oversight telling her who she is an how she is expected to act while she
recovers. How to convincingly perform the disguise is left to the Sidereal's own powers of deception.
While 'dead', her thread is cut from the Loom of Fate - her old identity is marked as dead in all
relevant heavenly records. She loses access to Soft Presence Practice, as the mask stubbornly persists in
her hiding her old fate. She may not don any of her old Resplendent Destinies, as they do not
recognize her authority, though she can craft new ones. And, of course, she cannot activate Ceasing to
Exist Approach a second concurrent time.
Once she has fully recovered, she coughs up the scripture as confetti and resumes her own
identity, ending the Charm. Pattern Spiders deposit 'dead' Sidereal threads to a special bin, waiting a
year before truly throwing them out, to save themselves the trouble of reweaving what tend to become
long and storied threads.
Enemies of the Sidereals who burn with the desire to deal unto them a true death and are
familiar with the powers granted by the Maidens have been known to slay innocents after 'killing' the
foe she had the misfortune to previously see 'resurrected'. Anyone new to town and gravely injured is
suspect. Less wantonly murderous actors keep an ear to the Bureau of Destiny's current needs, so that
they might only kill twice. Luckily, this group is typically classified, with access granted only to the
Maidens themselves, Lytek, each Bureau head, and a plurality of Sidereals.
Charms for Tidy Cadavers
(Endings)
Awareness
Prior Warning
Cost: -
Minimums: Awareness 1, Essence 1
Type: Permanent
Keywords: Fate
Duration: Permanent
Prerequisite Charms: None
When the Sidereal would roll to become aware of danger, including Join Battle and unexpected
attacks, but also to discover environmental hazards, poison, hostile magic, corrupting Wyld, or similar
challenges, she is allowed to roll two minutes before such danger presents itself, and reduces the target
number of the Awareness roll by 1 (usually from 7 to 6).
Whether or not she succeeds, the scene begins at least as early as when the Sidereal is warned of
the impending danger, giving enough time to adopt a Form Charm, conceal herself, or otherwise
prepare for the danger that seeks out the Chosen of the Maidens or that she may soon provoke. If she
does succeed, she sees the danger clearly as a vision of the future and can take appropriate measures; if
she does not succeed, she has no vision but is still put on edge and may simply engage her favorite
defensive measures.
Actors (but not environments) lacking a Fate can evade this Charm's detection, and can alter
events such that a prophesied danger is not encountered. Entering a waypoint of a Raksha could trigger
Prior Warning about the neverending maw trap, even if the Sidereal never encounters it because the
waypoint's master moves it out of her path. Any Awareness roll the Sidereal makes while the danger
may yet be present benefits from a lowered target number.
The Sidereal may also evade her future vision by way of her own actions, such as adopting a
martial arts Form that her Resplendent Destiny would have no way of knowing, giving her hunter
pause. Storytellers are encouraged to send false alarms to Viziers trained in Prior Warning, but should
bypass the Charm entirely only when an actor out of Fate is the sole reason for the Sidereal's future
danger and said actor does not disturb the weave before presenting that danger.

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).

The End is Nigh


Cost: 5m
Minimums: Awareness 3, Essence 2
Type: Simple
Keywords: Destiny
Duration: Instant
Prerequisite Charms: Expected Pain
The Sidereal learns of any deaths from among her fellow scene participants that would result
from the normal unfolding of fate within that scene. For most mortals, absent the Sidereal's
intervention, the unspecific death prophecy comes true. Spent motes, sorcery, and the wielding of
artifact weapons or armor all alter destiny's course with their use, so most Sidereals treat this more as a
threat of death than a certainty for her Exalted or spirit peers.

Brittlest Teacup Discovery


Cost: 3m
Minimums: Awareness 4, Essence 3
Type: Reflexive
Keywords: Destiny
Duration: Instant
Prerequisite Charms: The End is Nigh
The Sidereal learns the most likely to be wounded from among her fellow scene participants,
within the scope of the current scene. The Sidereal can use this knowledge to protect the unfortunate, or
simply make sure it isn't herself and let events unfold normally.

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.

Life and Death Scan


Cost: 2m
Minimums: Awareness 1, Essence 1
Type: Supplemental
Keywords: Fate
Duration: Instant
Prerequisite Charms: None
When the Sidereal attempts to sift the finer sensory details around her, entities who are bound to
the Loom of Fate are particularly visible/audible/etc. This reduces the target number of the Awareness
roll by 1 (usually from 7 to 6) to detect them, and grants the Sidereal the ability to sense the stirrings of
dematerialized beings.
Mortals born of Creation are always in scope, as are many of the Exalted. Both Terrestrial and
Celestial spirits are easily detectable as well. The dead are also in scope, due to interactions between
the Calendar of Setesh and the Loom of Fate that few understand. But Fair Folk, demons, Primordials
and their deva, inanimate objects, etc. are all no easier to see with Life and Death Scan than under
normal circumstances. (Players should report their enhanced and unenhanced successes to their
storyteller.)

Outsider Detection Prana


Cost: (+2m)
Minimums: Awareness 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Life and Death Scan
By spending 2 extra motes, the Sidereal can enhance her Life and Death Scan to detect any
living thing, regardless of its origins. Further, she gains 1 non-Charm die to the attempt.

Fine Grain Detection


Cost: (+2m)
Minimums: Awareness 2, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Life and Death Scan
By spending 2 extra motes, the Sidereal can enhance her Life and Death Scan to detect
inanimate objects of interest. Further, she gains 1 non-Charm die to the attempt.

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.

Outward Senses Expansion


Cost: 7m
Minimums: Awareness 3, Essence 1
Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: Life and Death Scan
Displacing her own sensory destiny, she blurs her senses across an area no mortal could
achieve. Increase all of her senses by 1 range band. For touch, this allows her to merely point at an
object to sense its texture from short range. For eyesight, on a clear day, she might read small print
from long range, or in a fog, see farther than her companions before incurring penalties. For hearing,
she could hear a whisper at short, or a low conversation at medium, or the commander's barked orders
from extreme. She can smell things at short distance downwind from herself, or from farther upwind.
The object of the Sidereal's touch is unaware of the star-blessed's probe, unless the Sidereal
actually makes physical contact. The Sidereal's Essence helps sort out this enhanced information,
allowing her to maintain proper spatial awareness, even though her feet feel the dirt below them, the
breeze above her head, and the stone beneath the soil.

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.

Blade of the Battle Maiden


Cost: 4m
Minimums: Brawl 2, Essence 1
Type: Simple
Keywords: Uniform
Duration: Scene
Prerequisite Charms: Horrific Wreath
The Sidereal hardens herself into the Maiden's blade. She may add the Lethal tag to her
unarmed strikes, and she may parry lethal damage without a stunt. Her withering and decisive unarmed
non-Grapple strikes benefit from a reduced target number, by 1 (usually from 7 to 6). Once so
enhanced, her unarmed strikes from other Abilities also benefit from Blade of the Battle Maiden.

Joy in Adversity Stance


Cost: 1m
Minimums: Brawl 3, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Blade of the Battle Maiden
When the Sidereal successfully parries an attack from a significant enemy, she gains Initiative
equal to the difference between her Parry and her attacker's successes. Joy in Adversity Stance uses the
normal Charm timing, and thus must be declared before the result of the attacker's strike roll. Other
Parry-granting Abilities may also benefit from Joy in Adversity Stance.

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.

Crippled Crow Mastery


Cost: -
Minimums: Brawl 3, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Blade of the Battle Maiden
While gazing at the constellation of the Crow and rearranging her sutras, the Sidereal may
cripple herself in a Style for which she knows the Form Charm and (at the end of the rearrangement)
has no sutras active. All of that Style's Charms suffer the Terrestrial Keyword. A Style may be selected
even if none of its Charms have Terrestrial effects; in those cases simply forgoing her possible mastery
of that style is enough. She may then activate one more sutra for any other style she knows. She may
do this [Essence] times, in effect allowing her to transfer a broad knowledge of the martial arts into
deadly mastery of one or two.

Crimson Palm Counterstrike


Cost: 4m, 1wp
Minimums: Brawl 3, Essence 1
Type: Reflexive
Keywords: Counterstrike, Withering-only
Duration: Instant
Prerequisite Charms: Horrific Wreath
The Sidereal launches a nigh-preemptive counterattack on the heels of an offense-as-defense
technique. As a special activation rule, Crimson Palm Counterstrike can only be used after a Clash
attack (this Clash could be withering or decisive). She may make a withering strike against an opponent
in range who Clashed against her.

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.

Star Baby Tar


Cost: 2m
Minimums: Brawl 1, Essence 1
Type: Supplemental / Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal grapples her foe like the cold hand of fate itself. She lowers the target number for
her grapple-related rolls by 1 (usually from 7 to 6). Strike rolls, control rolls, and savage/throw rolls are
all applicable, but must be paid for separately. This Charm can supplement grapple actions from other
Abilities. Star Baby Tar is Supplemental when initiating grapples and Reflexive when resisting them.

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.

Beyond Baby Katas


Cost: 2m
Minimums: Brawl 1, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Star Baby Tar
Learning to control every muscle in her body at will, the Sidereal gains enlightenment into the
Martial Arts. She may use Beyond Baby Katas in lieu of any prerequisite for a Martial Arts Form
Charm, essentially giving all Form Charms the Bridge keyword. She may still learn the Charms that
lead up to a style's Form; knowing Beyond Baby Katas simply relieves her from the necessity of doing
so to learn the style's Form Charm.

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.

Secrets of Future Strife


Cost: -
Minimums: Brawl 1, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tolerant Strife
Whenever the Sidereal rolls Join Battle, she gains 1 Initiative.

Master of My Own House


Cost: -
Minimums: Brawl 5, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Crippled Crow Mastery
The Sidereal gains an additional sutra point, able to understand how her natural fighting style
can be applied to the martial arts. The Sidereal may apply sutra points to Sidereal Brawl Charms as if
they were a martial arts style, able to understand how the structure of the Maiden's blessings resemble
formal fighting techniques. She may apply elder sutras to Sidereal Brawl without need of applying a
student sutra to her Brawl Charms tree. Sidereal Brawl becomes a valid target for Crippled Crow
Mastery.

Many Forms Mastery


Cost: -
Minimums: Brawl 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Form Charm, Blade of the Battle Maiden
Blade of the Battle Maiden may gain the Form keyword and a special activation rule: Whenever
the Sidereal Excellency is used to transform a failed strike roll into a successful strike after the results
of the strike are known, the Sidereal may activate Blade of the Maiden reflexively. She may still
activate Blade of the Battle Maiden without the Form keyword with Simple timing.
The Sidereal may activate [Essence/2, round up] simultaneous Form Charms.

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.

Underling Invisibility Practice


Cost: 4m
Minimums: Bureaucracy 3, Essence 2
Type: Simple
Keywords: Psyche
Duration: Indefinite
Prerequisite Charms: Honest Price
Important people have legions of others working to make their will manifest. That context often
inflates their egos to feel as if their will were more important, more deserving of consideration, or
simply better than those who work for them. A Sidereal can tap into this inequitable mindset to become
just another invisible helping hand. To such a person, while the Sidereal maintains Underling
Invisibility Practice, no amount of evidence can convince him that the Sidereal is worth their attention -
not colleagues pointing the Sidereal out, not the clearest of evidence that the Sidereal is derailing their
plans.
Effects that perfectly discover hidden entities pierce this otherwise perfect effect. Another flaw
is that Underling Invisibility Practice cannot overcome the inherent solidarity of the Fivescore
Fellowship - no matter a Sidereal's sense of self-importance, he cannot be fooled by a colleague's use of
Underling Invisibility Practice.

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.

Paralyzed Mandarin Infliction


Cost: 5m
Minimums: Bureaucracy 4, Essence 2
Type: Simple
Keywords: Psyche
Duration: Indefinite
Prerequisite Charms: Either Sanctum Authorization or Underling Invisibility Practice
A Sidereal's life is often complicated by the long shadows of the bureaucracies in which she
performs her work. To fight back, she may indefinitely ensure that a given bureaucracy's mission is not
performed. A tax collection bureau fails to bring in revenue. A port authority fails to authorize docking
permits. A guild promotes no one from apprentice to journeyman, or from journeyman to master. She
rolls [Appearance+Bureaucracy] at a penalty of the polity's Size with [Essence] automatic successes
while speaking with a member of the bureau - who tells his friend who tells her friend and so on
through the bureau. The Sidereal's successes are the difficulty with which an opposing
[Intelligence+Bureaucracy] roll must meet or exceed to locate and correct the source of the bureau's
paralysis - and a successful roll reveals the Sidereal's meddling. Each Division head in the Bureau of
Destiny has a specialty in discovering Paralyzed Mandarin Infliction, as members of the Five-Score
Fellowship have enacted it countless times against their parent organizations.
If the Sidereal knows Underling Invisibility Practice, then the bureau busies itself with memos
regarding project planning meetings to the effect of the upcoming reorganization of quality control sub-
bureaus... so much so that the bureau's mission goes unperformed.
If the Sidereal knows Sanctum Authorization, then members of the bureau become
overwhelmed with ennui. Line workers become unable or unwilling to perform their duties, and their
superiors let these lapses of duty slide.
If the Sidereal knows both possible prerequisite Charms, she may choose which effect
Paralyzed Mandarin Infliction produces.

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.

Heavenly Mandarin Mission


Cost: 5m
Minimums: Bureaucracy 5, Essence 4
Type: Simple
Keywords: Destiny
Duration: Indefinite
Prerequisite Charms: Icy Hand
The Sidereal provides her blessing to a bureau or polity, fostering an auspicious thriving. This
grants the members of the organization a 1 non-Charm die for any task related to their mission, or a
non-Charm +1 bonus to their static value while upholding that mission. Bankers are blessed when
assessing the credit worthiness of potential borrowers. Constables are adept at spotting lawbreaking,
apprehending suspects, and refraining from entangling innocents in unwarranted suspicion.
Assassination guilds stalk their prey more silently, strike more surely, and negotiate better fees from
their clients. Defensive armies protect the homeland with zeal, while raiding parties attack with lethal
swiftness. Religious organizations more adeptly recruit new members, and more solidly revive the
faith of their existing members.
Membership in an organization is typically represented by the Backing Merit. Where dice
bonuses are not appropriate, a narrative blossoming of an organization is a proper substitute. The
Sidereal need not be a member of the organization to bestow her blessing, but if she (or her
Resplendent Destiny) is, she benefits from Heavenly Mandarin Mission as much as any other member.
Heavenly Mandarin Mission is not stackable by a single Sidereal, but many can come together
to have heaven smile brightly on a particular organization, such as the Wyld Hunt or the Cult of the
Illuminated.
Integrity
Hardened Heart Defense
Cost: -
Minimums: Integrity 1, Essence 1
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
When the Sidereal resists a social influence that relies on her compassion for her fellow being,
she gains 1 non-Charm bonus to her Resolve. This bonus applies even if she has an Intimacy regarding
the person, idea, or object that the speaker is trying to convince her to feel compassion for (which likely
also modifies her Resolve). While some callous Sidereals take this Charm they usually find it useless -
it is those who care deeply for their fellow being but do not want silver-tongued tricksters using their
feelings against them that benefit the most. This Charm has 3 other variations, which can be bought
with no prerequisite and serve as Hardened Heart Defense for other Charms' prerequisite requirements:
Pacifist Nature Redoubt: When the Sidereal resists a social influence that calls for violent action
against a target, she gains 1 non-Charm bonus to her Resolve. This bonus applies even if she has an
Intimacy regarding the person, idea, or object that the speaker is trying to convince her to attack or
allow to be attacked.
Live for Today Attitude: When the Sidereal resists a social influence that attempts to sway her
away from a course of action due to the consequences she will encounter in the future from taking said
action, she gains 1 non-Charm bonus to her Resolve. This bonus applies even if she has an Intimacy
regarding the consequence or the action, such as a fear of being audited.
Fickle Star Flicker: When the Sidereal resists a social influence that attempts to convince her to
be consistent with her own prior actions or statements, she gains 1 non-Charm bonus to her Resolve.
This bonus applies even if she has an Intimacy regarding the course of action being suggested. In
addition, the Sidereal permanently reduces the bonus to her Resolve for Overturning Influence
(Exalted, p. 221) by 1.

Maiden's Threads Unbowed


Cost: -
Minimums: Integrity 1, Essence 1
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
Any Sidereal may learn Maiden's Threads Unbowed, but the effects of doing so vary by the
Caste of the Sidereal who learns it. Sidereals may not learn other effects granted to their sisters.
Journeys: No effect can lower the speed of a Harbringer. She reduces the rounds of control on any
grapple she suffers by 1. If the rounds of control were already 0, the grappler does not get any savage
or similar actions - the Sidereal is immediately free. She ignores any penalties to her Disengage actions.
Serenity: A Joybringer is immune to Inspire social influence that would induce a malaise or
melancholy, or similar magical effect. She can remain chipper while staring into the heart of the void,
or hearing the song of Lypothymie. She ignores any penalties to her seduction attempts, such as from
her gender or social context.
Battles: A Shieldbearer cannot have her Defense value lowered while she is currently Defending Other.
Wound penalties, onslaught, poison, situational penalties, or any other penalty do not reduce her
effectiveness in protecting her charge or herself while she has a charge to protect.
Secrets: Oracles are immune to social influence that would cause them to tell a secret, or reveal such
information with similar magic. Their lips are sealed.
Endings: Reckoners are immune to social influence that seeks to spare a life or preserve an object, or
similar magic. Winter spares no leaf for its beauty, no flower for its fragrance.

Preservation of Celestial Order


Cost: 5m
Minimums: Integrity 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Maiden's Threads Unbowed or Hardened Heart Defense
Overseeing Creation with so few agents authorized to intervene naturally invites the temptation
to usurp the resources of rival Divisions. Many Sidereals learn to reject such influence with the proper
Principles and Ties (such as a Principle 'I serve the Division of Battles' or a Tie 'Division of Endings
(morbid loyalty)'). But for particularly persuasive spirits targeting particularly young Sidereals, such
Intimacies are not enough to resist 'quick', 'easy' side-missions that inevitably lead them to neglect their
official duties. Or a Sidereal becomes saddled with a mission containing an unusual level of temptation,
such a shadowing the Ambassador to Malfeas. When this happens, the Sidereal's elders take them aside
and teach them to respect the order of heaven through the power of their Charms. Using Preservation of
Celestial Order, the Sidereal gains +3 non-Charm successes to their Resolve against all spirits, except
for the ones to which they report in their hierarchy, which are at a minimum their bureau head, their
Maiden, and the King of Heaven (such as Yaogin the Fair, Venus, and the Unconquered Sun for a
Chosen of Serenity).

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.

Sacrosanct Tea Ceremony


Cost: 7m
Minimums: Integrity 4, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Twice-Felt Attachment
In a manic or angry state, the Sidereal's least whim can become her life's meaning. She
strengthens an existing Intimacy to Defining for the scene. If she acts in accordance with that Intimacy,
the player and storyteller should consider increasing the strength of the Intimacy at the end of the
session. Sacrosanct Tea Ceremony cannot create Intimacies.

The Will of Heaven


Cost: -
Minimums: Integrity 2, Essence 2
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Maiden's Threads Unbowed or Hardened Heart Defense
When the Sidereal uses her willpower to increase her Resolve, she gains an additional non-
Charm +1 to Resolve. A day in the life of a Sidereal has to count twice for staying on task.

Unwavering Well-Being Meditation


Cost: 4m
Minimums: Integrity 3, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: The Will of Heaven
The Sidereal can substitute her Resolve for any non-Guile static value, such as Defense, Soak,
Hardness, etc. Using Resolve to defend against an attack counts as neither Dodge nor Parry for effects
that are undodgeable or unparryable. When using Resolve in this way, the Sidereal's Intimacies apply
normally as non-Charm bonuses or penalties, so she would be less effective defending against her lover
in a sparring match than she would her hated enemy on the battlefield.

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.

One Direction Invocation


Cost: 10m, 1wp, 1bhlvl
Minimums: Integrity 5, Essence 3
Type: Simiple
Keywords: Prayer Strip
Duration: Indefinite
Prerequisite Charms: Unhearing Dedication
Swearing upon the Scripture of the Maiden and the Dust, the Sidereal makes a binding vow to
accomplish some important goal. That goal can be as great or small as the character pleases, such as
crafting a world-shaking wonder or getting her sifu to notice her romantically. All actions taken in
furtherance of said goal gain 1 non-Charm bonus to static values (such as Parry to Defend Other a
person the Sidereal swears to protect) 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) on relevant rolls (such as Stealth rolls to remain undetected while gathering valuable
intelligence on her sifu's romantic entanglements). One Direction Invocation can enhance rolls from
other Abilities.
Against social influence to deter her from her goal, she gains the +3 non-Charm bonus to
Resolve as if someone already persuaded her to take this course of action.
If the goal becomes impossible for some reason (say, the person she swore to protect for a
thousand years dies a few centuries into the vow) then the Charm immediately ends and the Sidereal
loses her identity before heaven and earth. Intimacies related to her old self no longer recognize the
Sidereal as the subject of the Tie. She must take a new name, and if she still craves a relationship with
the people in her former life, she must reintroduce herself to her Bureau, her sifu, her old friends and
rivals.

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.

Root and Bulb Bargain


Cost: 10m
Minimums: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Patient Before You
Calling a wood elemental to her patient, which can be the Sidereal herself, she commands it to
fuse with her patient. While so bound, the person can be fed via sunlight, they gain [Sidereal's Essence]
bonus dice to resist poison and disease, and they halve wound recovery times. The Sidereal can
command as many elementals to serve her and her patients in this manner as her Essence can sustain.

Stone and Clay Bargain


Cost: 10m
Minimums: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Patient Before You
Calling an earth elemental to her patient, which can be the Sidereal herself, she commands it to
fuse with her patient. While so bound, the person can command their heartbeat and breath to cease with
no adverse effects, they gain [Sidereal's Essence] soak, and they respire Essence 20% faster (so 6 per
round of combat). The Sidereal can command as many elementals to serve her and her patients in this
manner as her Essence can sustain.

Cloud and Thunder Bargain


Cost: 10m
Minimums: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: The Patient Before You
Calling an air elemental to her patient, which can be the Sidereal herself, she commands it to
fuse with her patient. While so bound, the person can weigh less than air, they gain [Sidereal's Essence]
bonus dice to movement rolls (such as flying while weightless), and they take no falling damage. The
Sidereal can command as many elementals to serve her and her patients in this manner as her Essence
can sustain.

Flame and Spark Bargain


Cost: 10m
Minimums: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Patient Before You
Calling a fire elemental to her patient, which can be the Sidereal herself, she commands it to
fuse with her patient. While so bound, the person cannot be harmed by mundane or magical fire, the
patient instantly heals any damage taken from fire, and they gain [Sidereal's Essence]x-2 health levels.
The addition of these health levels can revive characters Incapacitated by bashing damage. The Sidereal
can command as many elementals to serve her and her patients in this manner as her Essence can
sustain.

Wave and Depths Bargain


Cost: 10m
Minimums: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: The Patient Before You
Calling a water elemental to her patient, which can be the Sidereal herself, she commands it to
fuse with her patient. While so bound, the person cannot drown, they gain [Sidereal's Essence] bonus
dice to resist grapples, +1 to Defense, and they are always hydrated. The Sidereal can command as
many elementals to serve her and her patients in this manner as her Essence can sustain.

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.

Increased Conscription Authority


Cost: -
Minimums: Medicine 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Heavenly Bargain
Increase the Essence of the spirit summoned by Heavenly Bargain by 1. Reduce the mote cost
of Heavenly Bargain's prerequisites by the Sidereal's [Essence], to a minimum of 1.

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).

Water to Celestial Wine


Cost: 1m
Minimums: Medicine 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Whenever the Sidereal searches for medical supplies, prepares medicine, or prepares a Fate
Tincture, lower the target number by 1 (usually from 7 to 6).

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.

Auspicious Cupboard Practice


Cost: 6m
Minimums: Medicine 2, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Water to Celestial Wine
A medicinal concoction is useless without the knowledge and the opportunity to use it on those
who are suffering. Auspicious Cupboard Practice ensures these prerequisites come to pass for the
targeted medicine. The Sidereal takes a medicinal dose or several doses, and leaves them someplace
public, where the right doctor or healer or alchemist discovers it, who soon thereafter has a patient in
need of that exact cure.
The Sidereal can, of course, continue to watch where she left her little bundle, and use the
appearance of a trained healer for her own purposes.

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