What do you think Sidereals should look like in 3rd Edition?
The core book mentions the following: "control over destiny", "be an inscrutable stranger", "master ancient and powerful martial arts", "command the awe of gods".
Sounds cool but I worry Sidereals are a bit outmatched if confronted with other exalted. Let's see what Sidereals can and can't do:
-Sidereals are the the least populous exalts (100 exaltations in existence).
-Sidereals live long (possibly longer than other exalts, even solars) but unlike those other exalts they can't use magic to prolong their life-span (this was introduced in 3rd edition I believe).
-Sidereals have fixed amount of charms they may use. They can't create new ones unlike other exalts can.
-Sidereals have access to celestial circle spells.
-Sidereals have access to astrology effects, theoretically powerful and all-encompassing but actually really difficult to pull off.
-Sidereals are supposed to be masters of martial arts. In previous editions they were the only ones who could create Sidereal Martial Arts, the most powerful type of Martial Arts, often capable of altering reality itself. Other exalts could theoretically learn them, but the Sidereals were loath to teach them because those were their trump cards often capable to level the field with other more outwardly powerful exalts. In 3rd edition Sidereal Martial Arts do not exist anymore. This seems to be a huge blow against the Sidereals, as it effectively removes their edge and one of the main lures of playing a Sidereal.
-As for gods Sidereals do not command them, they can do so under the right circumstances (and crafting those circumstances is a big part of what being a Sidereal means) but that brings resentment from the gods who feel disrespected.
Considering all that, how do you make 3rd ed Sidereals compete with other exalts when you have to choose the type of game you want to play? Most of what Sids can do Lunars and dedicated Solars can now probably do better (and Abyssals as well, obviously). So, what concepts, abilities, powers should Sidereals have in order to differentiate them from other more powerful exalts? What can make them unique, better suited to accomplish some tasks compared to other exalts?
To me Sidereals have always been like secret agents working to preserve reality from its enemies and I find games centered around them work better that way. Ideally things should go this way: Receive a field mission. Get in place. Keep a low profile and study the situation for opportunities. Execute the plan. Disappear. Write a report whn you are back at the "office" and deal with internal politics while you wait your new assignment.
I've had a few great Sidereal games in the past both as Bronze faction agents trying to thwart the Deathlords and as Golden faction recruiters saving solars while still having to do their jobs with people ideologically opposed to themselves. I hope 3rd edition Sids will get to keep their unique flavour and their "edges" in their specific field of specialization.
The core book mentions the following: "control over destiny", "be an inscrutable stranger", "master ancient and powerful martial arts", "command the awe of gods".
Sounds cool but I worry Sidereals are a bit outmatched if confronted with other exalted. Let's see what Sidereals can and can't do:
-Sidereals are the the least populous exalts (100 exaltations in existence).
-Sidereals live long (possibly longer than other exalts, even solars) but unlike those other exalts they can't use magic to prolong their life-span (this was introduced in 3rd edition I believe).
-Sidereals have fixed amount of charms they may use. They can't create new ones unlike other exalts can.
-Sidereals have access to celestial circle spells.
-Sidereals have access to astrology effects, theoretically powerful and all-encompassing but actually really difficult to pull off.
-Sidereals are supposed to be masters of martial arts. In previous editions they were the only ones who could create Sidereal Martial Arts, the most powerful type of Martial Arts, often capable of altering reality itself. Other exalts could theoretically learn them, but the Sidereals were loath to teach them because those were their trump cards often capable to level the field with other more outwardly powerful exalts. In 3rd edition Sidereal Martial Arts do not exist anymore. This seems to be a huge blow against the Sidereals, as it effectively removes their edge and one of the main lures of playing a Sidereal.
-As for gods Sidereals do not command them, they can do so under the right circumstances (and crafting those circumstances is a big part of what being a Sidereal means) but that brings resentment from the gods who feel disrespected.
Considering all that, how do you make 3rd ed Sidereals compete with other exalts when you have to choose the type of game you want to play? Most of what Sids can do Lunars and dedicated Solars can now probably do better (and Abyssals as well, obviously). So, what concepts, abilities, powers should Sidereals have in order to differentiate them from other more powerful exalts? What can make them unique, better suited to accomplish some tasks compared to other exalts?
To me Sidereals have always been like secret agents working to preserve reality from its enemies and I find games centered around them work better that way. Ideally things should go this way: Receive a field mission. Get in place. Keep a low profile and study the situation for opportunities. Execute the plan. Disappear. Write a report whn you are back at the "office" and deal with internal politics while you wait your new assignment.
I've had a few great Sidereal games in the past both as Bronze faction agents trying to thwart the Deathlords and as Golden faction recruiters saving solars while still having to do their jobs with people ideologically opposed to themselves. I hope 3rd edition Sids will get to keep their unique flavour and their "edges" in their specific field of specialization.
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