This is for you, Flintlock! You said you liked Sidereal stuff. That's good, because I also like Sidereals! So my gift to you is a compilation and update of all the Sidereal custom Charms I've made over the years, with commentary on what I think Sidereal Charm themes are and the custom Charms themselves. Enjoy!
First, I will preface with what I think are general Sidereal Charm themes. That is, themes that fit in any Ability. Those are "fate manipulation" and "ordering, controlling, and binding spirits." Throughout Sidereal trees you will find Charms related to these themes. It's always a good fallback, if you want to make a custom Sidereal Charm, to just hit one of those strongly. "Being a vizier" and "mysticism" I would call subthemes, or motifs. You see them show up in some Charms, but I wouldn't say Charms focus on them. Rather, they're more like flavor.
A note on 'sideways use' of Sidereal Charms: Some of the fun of playing a Sidereal, and writing Sidereal Charms, is how their Charms are sometimes nominally about one things but can, with some care, but used for something else. Not all their Charms are like that, to be sure, but it's found throughout their Charmset and it's good when writing Sidereal Charms to keep that in mind. When you pull it off, it's glorious.
A note on Sidereal Charm placement: Sometimes Charm effects seem to be in strange places. The spirit-killer Charm is in Bureaucracy. A Fivefold Bulwark Stance/Flow Like Blood effect is in Performance. A social attack in Larceny. A stealth effect in Bureaucracy. A soak and defense Charm in Integrity. And so on. That said, the majority of Sidereal Charms effects do logically fit the Ability they're within. These oddball effect placements are just that — oddball, and are not the norm. Care needs to be taken when writing custom Sidereal Charms not to fall into the trap of putting effects in places willy-nilly. There should be a strong thematic reason for an effect to go in an oddball Ability.
Really, if I had to take a shot at it, I'd say the reason for these oddballs is (1) to give the Sidereal Charmset a little bit of an off-kilter flare, since they're supposed to be like that, and (2) to let character who normally wouldn't be good at a thing sidestep into skill with that thing. For example, a socialite being surprisingly good at dodging, a bureaucrat being exceptionally sneaky in certain circumstances, or a thief being able to be powerful socially as long as they twist the truth.
Resistance
"Sacrifice."
Harm-Pocketing Art
Cost: 10m; Mins: Resistance 5, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Shield of Destiny, Heartless Maiden Trance
The Sidereal grabs hold of the fate of the incoming harm, twists it into a tight coil, and locks it away in a corner of her soul. This Charm is activated in Step 7 in response to any incoming damage. By this displacement she reduces the raw and final damage to zero, after all other effects, even against that which is unsoakable. Immediately upon using this Charm, the Sidereal chooses a Virtue in which to store the pocketed fate. That Virtue is considered one lower while that damage is stored there. She may store harm in the same Virtue multiple times, but cannot reduce a Virtue below zero. If she hides it away in her flawed Virtue, the Exalt immediately rolls (flawed Virtue) dice, gaining Limit equal to the number of successes rolled, and does so again every day until the damage is removed. The flawed Virtue cannot be reduced below 3, thus damage can always be hidden there if the Sidereal is willing to chance Limit gain. This Virtue suppression is a unique Flaw of Invulnerability.
The Sidereal has a number of options by which to dispose of the pocketed harm, each restoring one dot of Virtue:
None of these penalties can be negated with other Charms or powers, as they are part of the cost of using Harm-Pocketing Art. The Storyteller is encouraged to work with his players to figure out new methods of bleeding off the Virtue suppression. Use the above methods as examples.
Survival
"The wild is mine to control."
Embracing the Wilderness
Cost: — (+2m, +1wp); Mins: Survival 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Becoming the Wilderness
This Charm permanently upgrades Becoming the Wilderness. By activating that Charm and increasing the Cost by two motes and one Willpower, the Sidereal integration into the wild becomes fully realized. Environmental hazards from the untamed wilderness are now ignored as well — she will not drown in water, lava and lightning strikes will not burn her, plant and animal poisons will not afflict her, etc. This expansion follows the same limitations as Becoming the Wilderness: it does not function outside of untamed wilds unless she has acquired the repurchase, she cannot use both functions at once, and this Charm does not protect from the hazards of titan-bodies until the Sidereal is Essence 4+.
If the Exalt is Essence 4+ and has both purchases of Becoming the Wilderness, she understands that all is the wild, no matter its origin; by spending one Willpower while this Charm is active, the Seer is protected against environmental hazards from attacks of characters for the rest of the scene.
Dodge
"Avoiding trouble."
Separation
Cost: 2m; Mins: Dodge 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The Sidereal untangles and separates herself from the fate which binds herself to a conflict. This Charm may be activated whenever the character is given the option to roll Join Battle or Join Debate in response to another character's actions. All participants in the combat or social combat suffer an external penalty of (the Sidereal's Essence + 1) to any action to involve the Exalt in that conflict, such as attacks or social attacks against her respectively. Correspondingly, the Sidereal suffers the same penalty to any actions to involve herself in the combat or social combat, such as making attacks or social attacks against any participants respectively. Thus, the complementary penalties are linked: if the Sidereal or any participant somehow negates their suffered penalties, the opposing side's penalties are also negated.
If the Sidereal ever chooses to cancel this Charm and join the conflict fully, she binds herself strongly enough to the combat or social combat that she cannot reactivate this Charm until the conflict is resolved.
Linguistics
"Connections and Bindings," with an obvious emphasis on language.
Always Coming Home
Cost: 2m; Mins: Linguistics 2, Essence 1; Type: Reflexive
Keywords: Combo-OK, Illusion, Training
Duration: Indefinite
Prerequisite Charms: None
A Sidereal is at home wherever she may go. When this Charm is activated, the Seer gains a Linguistics specialty — the dialect of the place she is currently in, with a perfect local accent. The Sidereal may spend the required experience points while this Charm is active instantly learn the granted specialty, as a Training effect. This Charm does not give the character knowledge of the actual language of the region. Locals also treat the Sidereal as a local-born, even if as one returning from a long time ago and a long way away, forgiving her of not knowing proprieties or even the local language. This unnatural Illusion costs two Willpower to resist.
At Essence 3+ this Charm may be used to provide whole languages as well, granted temporarily without an associated Linguistics dot. This use costs an additional one Willpower to activate.
Performance
"Bringing forth harmony and joy."
Posture of Sublime Grace
Cost: 6m; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Emotion, Virtue (Compassion)
Duration: One scene
Prerequisite Charms: Perfection in Life
Those who the behold the Sidereal cannot help but feel completed by her presence, such is the way she carries herself. While this Charm is active, the Sidereal gains a +1 to Appearance, as well as imposing an unnatural Emotion of preoccupied affection toward the Sidereal on any who can sense her, if their MDVs are less than (the Sidereal's Appearance + Performance). This is enough to cause distraction and make characters generally friendly toward the Sidereal, but little else.
If the Sidereal so chooses, whenever shel takes an action — a performance, joins battle, picks a pocket, sips some tea, etc. — any beholding the act feel enriched and filled with joy by observing or participating in the act, as an additional Emotion effect. The Exalt may always channel Compassion with these actions. Both mental influences are resisted together for one Willpower to resist for an action (in long ticks if in social or mass combat, or five minutes out of combat), up to a maximum of three Willpower to resist it completely for the scene.
Socialize
"Emotional domination and unbalanced relationships," with an emphasis on lust, desire, and taboo.
Pity for the Weak
Cost: 2m; Mins: Socialize 3, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Shun the Smiling Lady
While it is the nature of the strong to dominate the weak, this uneven relationship can be twisted by those who understand it. This Charm may be activated when the Sidereal successfully negates an attack with his DV. The Sidereal projects a posture of fragile resolution, a sight that can move the hearts of his aggressors. The attacker treats it as a scene building a positive Intimacy toward the Seer. The specific emotional context (whether it be admiration, respect, or unexpected love) depends on the circumstances and may be chosen by the attacker's player. This unnatural Emotion costs one Willpower to resist.
This Charm does not function if a Charm possessing a Flaw of Invulnerability is used to defend; the Sidereal's beauty lies in his weakness, not his invulnerable strength.
Contempt for the Strong
Cost: 5m; Mins: Socialize 3, Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: Pity for the Weak
The Sidereal assumes a weak yet defiant stance expressly to undermine her attackers' image in the eyes of those who see such aggression. All onlookers treat each attack directed at the Sidereal as a scene eroding any positive Intimacies they may feel toward the attacker, as only a brute would attack such an underdog. This unnatural Emotion costs one Willpower to ignore per attack for each onlooker, up to a maximum of three Willpower to ignore it for the rest of the scene, with regard to that attacker.
Fainting Maiden Ward
Cost: 2m; Mins: Socialize 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Pity for the Weak
Vulnerability can be a great defense for those who exploit it ruthlessly. The Sidereal flails or cowers in response to an attack, every motion accentuating her inferiority in the face of the oncoming assault. Her attacker notices this weakness and it unnerves or unduly excites him, depending on temperament, causing him to suffer a (Sidereal's Appearance + 2) internal penalty on his attack roll. This unnatural Emotion costs two Willpower to resist. If it is not resisted, the attacker also suffers a cumulative -1 internal penalty on all his attacks against the Sidereal for the rest of the tick.
At Essence 3+ the Sidereal may repurchase this Charm, adding additional capabilities. If the attack still succeeds after activating this Charm, then in Step 9 the Sidereal may emit a heart-rending scream by spending 8m, 1wp as a Counterattack. Roll ([Manipulation or Appearance] + Socialize), adding (current wound penalties suffered) additional successes and compare it to the Dodge MDVs of all witnesses within earshot save the attacker himself. Those who fail succumb to an unnatural Compulsion to either assault the Sidereal's attacker or protect the Seer herself, depending on their temperament. Resisting this for the rest of the scene costs two Willpower, or one if the attacker would be considering a blatantly superior foe (i.e. difficulty 3+ on a morale roll) by the onlooker. The Compulsion persists until the attacker or Sidereal are out of sight for at least a minute, or the scene ends, whichever comes first.
Beauty is Never Tarnished
Cost: 8m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Fainting Maiden Ward
Though he receives wounds, the hero is only more alluring for his vulnerability. Though his clothes are torn in battle, it only serves to better flaunt his handsome physique. While this Charm is active, the Sidereal is immune to Crippling effects, receiving a wound that is appears only superficial. Additionally, he receives a bonus to his Appearance equal to his unmodified wound penalty; no matter how severe his wounds, they only make him appear more rugged rather than grotesque.
Finally, the Sidereal may cleanse his body or mend his clothes automatically, and any new grime that seeks to befoul him (whether it be the splattered blood of his enemies or the soot from his forge) and all new damage to his clothing or person is always artfully done. Any stunted social roll which describes his appearance in such terms lowers its target number by one.
Hot-Eyed Snake Whispering
Cost: 2m; Mins: Socialize 2, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Choose a character the Sidereal can observe when activating this Charm. While it is active, he knows if the target character desires the Sidereal, and if so, how (friendship, romance, sex, as a political partner, torture, murder, etc.) and to what intensity. Any stunts that exploit this knowledge grant the Sidereal bonus Appearance dots equal to the bonus stunt dice until his next action.
At Socialize 5+, the Sidereal can designate someone other than himself as the subject of possible desire. The Charm lets him know if the target desires that person, and if so, how and to what intensity. If this is done, the Exalt loses the ability to gain Appearance bonuses from appropriate stunts.
At Essence 4+, the Sidereal can target to everyone he can observe with this Charm.
Presence
"Subtle imposition of will."
Word of Advice
Cost: 1m; Mins: Presence 3, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Presence in Absence Technique
To use this Charm, the Sidereal advises an individual for five minutes, one-on-one, and commits the Essence to this Charm. Afterwards, so long as the beneficiary believes she is heeding the Vizier's advice, she gains +(Essence – 1) to her Presence-based Parry MDV, her Dodge MDV, and as dice to her Presence rolls; these bonuses do not apply when used against the Sidereal. The Exalt may have up to (Essence x 2) beneficiaries at once.
The Sidereal also can ascertain a general emotional state of the beneficiaries of this Charm, regardless of distance. This is usually enough to tell if they are in danger.
A repurchase at Presence 4+ and Essence 4+ allows the Sidereal to use Presence in Absence on beneficiaries from afar, regardless of distance, as well as Loyalty-Sacrificing Sidestep if the Exalt knows it and it is valid.
Investigation
"Indirect knowledge and getting others to find knowledge for you," with an emphasis on research and a motif of living things.
Origin of Knowledge
Cost: 5m; Mins: Investigation 3, Essence 3; Type: Simple (DV -3)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: None
Any good researcher knows that knowledge is only as good as its source. To do so, the Sidereal Exalted dig into the depths of fate. This Charm must be used immediately after a piece of information is gained from some source. A source could be someone's words, a book, or any other method of conveying information. Roll (Perception + Investigation) with a difficulty dependent on how long ago the knowledge was learned by the source. If it was within the past year, the roll is difficulty 1. For every magnitude of time further back the information started, increase the difficulty by one (so ten years is difficulty 2, 100 years difficulty 3, and so on). Therefore information that was last discovered during the Primordial War is difficulty 5. This roll may have external penalties, if the source has been deliberately hidden (usually the successes on whatever roll was made to conceal it), or otherwise especially difficult to uncover. If the information's origin is outside of fate, this Charm cannot get any more specific than that.
Success immediately tells the Sidereal where the current source of the knowledge got its information, such as the person heard it in a particular lecture or the book's author found it etched into the side of an ancient Solar tomb. The Seer can immediately invoke this Charm again to find out where that source got its information. She can continue this process until she finds out in what way the knowledge was originally discovered or learned.
In a roundabout way, this Charm can be used to detect lies, since if someone tells the Sidereal a bit of information or where it came from, she can use this Charm to check to see if it originated with the speaker, or if the source was falsely given.
Larceny
"Theft of abstract things."
Creation Smuggling Procedures
Cost: 10m, 1wp; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: Until the character sleeps
Prerequisite Charms: None
The Sidereal grabs a bit of fate and tucks it safely away. When the character enters the Wyld, the Underworld, Malfeas, or any other non-Creation realm, she sneaks a measure of Creation's laws with her by craft, art, and cunning. Neither the character nor anything within ten yards of her suffers the effects of exposure to these alien realms. This Charm 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 or recover Essence in the Underworld as they would in Creation. This protection lasts only as long as the Seer remains conscious and keeps the Essence committed; the Charm shuts off when she becomes unconscious. The Sidereal cannot activate this Charm while already in some other realm of existence; Creation is smuggled in, it does not just form around her.
Bureaucracy
"Control without authority," with an emphasis on strengthening the hierarchy of an organization and, keeping to Endings, removing corruption and being about absolutes and finality.
Remove Distraction
Cost: 7m; Mins: Bureaucracy 4, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Touch, Social
Duration: Indefinite
Prerequisite Charms: Icy Hand
An organization only works at its best when it is without distraction or outside influence. Sidereal Exalted may achieve this by cutting the threads of fate that bind someone to an organization's perception. The Sidereal activates this Charm by touching someone who is not a member of a certain bureaucracy or organized group (chosen by the Sidereal) and rolling (Charisma + Bureaucracy) plus (Essence) automatic successes. If the Seer rolled more successes than the leader's Dodge MDV plus (half the organization's Magnitude), the organization is afflicted with an unnatural Illusion that blocks the target's presence or any of his actions from being noticed by the chosen organization for as long as the Seer commits the motes he spent activating this Charm.
The target can scream at office workers, send letters, or attempt to procure services, but all will go unnoticed. Note that the Illusion affects the organization as a whole, not individual members specifically; they will not notice the target while working, but while off the job they are unaffected. The effects of this Charm can be resisted by individual members of the organization if they spend one Willpower per scene. Once they spends four Willpower, the character has broken the Illusion's hold for the remainder of its duration. The leader of the organization may spend eight Loyalty to totally break the Illusion for the entire organization.
At Essence 4+, the Sidereal no longer has to commit his Essence to this Charm if he spends one Willpower on its activation; its effects are instantaneous, and last until resisted.
First, I will preface with what I think are general Sidereal Charm themes. That is, themes that fit in any Ability. Those are "fate manipulation" and "ordering, controlling, and binding spirits." Throughout Sidereal trees you will find Charms related to these themes. It's always a good fallback, if you want to make a custom Sidereal Charm, to just hit one of those strongly. "Being a vizier" and "mysticism" I would call subthemes, or motifs. You see them show up in some Charms, but I wouldn't say Charms focus on them. Rather, they're more like flavor.
A note on 'sideways use' of Sidereal Charms: Some of the fun of playing a Sidereal, and writing Sidereal Charms, is how their Charms are sometimes nominally about one things but can, with some care, but used for something else. Not all their Charms are like that, to be sure, but it's found throughout their Charmset and it's good when writing Sidereal Charms to keep that in mind. When you pull it off, it's glorious.
A note on Sidereal Charm placement: Sometimes Charm effects seem to be in strange places. The spirit-killer Charm is in Bureaucracy. A Fivefold Bulwark Stance/Flow Like Blood effect is in Performance. A social attack in Larceny. A stealth effect in Bureaucracy. A soak and defense Charm in Integrity. And so on. That said, the majority of Sidereal Charms effects do logically fit the Ability they're within. These oddball effect placements are just that — oddball, and are not the norm. Care needs to be taken when writing custom Sidereal Charms not to fall into the trap of putting effects in places willy-nilly. There should be a strong thematic reason for an effect to go in an oddball Ability.
Really, if I had to take a shot at it, I'd say the reason for these oddballs is (1) to give the Sidereal Charmset a little bit of an off-kilter flare, since they're supposed to be like that, and (2) to let character who normally wouldn't be good at a thing sidestep into skill with that thing. For example, a socialite being surprisingly good at dodging, a bureaucrat being exceptionally sneaky in certain circumstances, or a thief being able to be powerful socially as long as they twist the truth.
Resistance
"Sacrifice."
Harm-Pocketing Art
Cost: 10m; Mins: Resistance 5, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Shield of Destiny, Heartless Maiden Trance
The Sidereal grabs hold of the fate of the incoming harm, twists it into a tight coil, and locks it away in a corner of her soul. This Charm is activated in Step 7 in response to any incoming damage. By this displacement she reduces the raw and final damage to zero, after all other effects, even against that which is unsoakable. Immediately upon using this Charm, the Sidereal chooses a Virtue in which to store the pocketed fate. That Virtue is considered one lower while that damage is stored there. She may store harm in the same Virtue multiple times, but cannot reduce a Virtue below zero. If she hides it away in her flawed Virtue, the Exalt immediately rolls (flawed Virtue) dice, gaining Limit equal to the number of successes rolled, and does so again every day until the damage is removed. The flawed Virtue cannot be reduced below 3, thus damage can always be hidden there if the Sidereal is willing to chance Limit gain. This Virtue suppression is a unique Flaw of Invulnerability.
The Sidereal has a number of options by which to dispose of the pocketed harm, each restoring one dot of Virtue:
- Allow the damage to seep into her unconscious mind while sleeping; she does not get to roll her Conviction to regain Willpower upon waking due to horrible dreams of death and pain. Each additional use of this disposition in a single night reduces the Sidereal's temporary Willpower by one point.
- Filter the damage through her body and chakra; for a full day she is inflicted with the fiery pain which manifests as a -2 wound penalty that stacks with all other wound penalties.
- Force the damage into her lungs and expel it via her breath, both spiritually and physically; she suffers a -2 internal penalty to all social rolls for a full day due to strange alterations in her voice and respires Essence at half the normal rate, including external sources like hearthstones.
- At Essence 4+, the Seer may forcibly expel the stolen harm by immediately losing the appropriate Virtue's channel.
None of these penalties can be negated with other Charms or powers, as they are part of the cost of using Harm-Pocketing Art. The Storyteller is encouraged to work with his players to figure out new methods of bleeding off the Virtue suppression. Use the above methods as examples.
Survival
"The wild is mine to control."
Embracing the Wilderness
Cost: — (+2m, +1wp); Mins: Survival 3, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Becoming the Wilderness
This Charm permanently upgrades Becoming the Wilderness. By activating that Charm and increasing the Cost by two motes and one Willpower, the Sidereal integration into the wild becomes fully realized. Environmental hazards from the untamed wilderness are now ignored as well — she will not drown in water, lava and lightning strikes will not burn her, plant and animal poisons will not afflict her, etc. This expansion follows the same limitations as Becoming the Wilderness: it does not function outside of untamed wilds unless she has acquired the repurchase, she cannot use both functions at once, and this Charm does not protect from the hazards of titan-bodies until the Sidereal is Essence 4+.
If the Exalt is Essence 4+ and has both purchases of Becoming the Wilderness, she understands that all is the wild, no matter its origin; by spending one Willpower while this Charm is active, the Seer is protected against environmental hazards from attacks of characters for the rest of the scene.
Dodge
"Avoiding trouble."
Separation
Cost: 2m; Mins: Dodge 2, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The Sidereal untangles and separates herself from the fate which binds herself to a conflict. This Charm may be activated whenever the character is given the option to roll Join Battle or Join Debate in response to another character's actions. All participants in the combat or social combat suffer an external penalty of (the Sidereal's Essence + 1) to any action to involve the Exalt in that conflict, such as attacks or social attacks against her respectively. Correspondingly, the Sidereal suffers the same penalty to any actions to involve herself in the combat or social combat, such as making attacks or social attacks against any participants respectively. Thus, the complementary penalties are linked: if the Sidereal or any participant somehow negates their suffered penalties, the opposing side's penalties are also negated.
If the Sidereal ever chooses to cancel this Charm and join the conflict fully, she binds herself strongly enough to the combat or social combat that she cannot reactivate this Charm until the conflict is resolved.
Linguistics
"Connections and Bindings," with an obvious emphasis on language.
Always Coming Home
Cost: 2m; Mins: Linguistics 2, Essence 1; Type: Reflexive
Keywords: Combo-OK, Illusion, Training
Duration: Indefinite
Prerequisite Charms: None
A Sidereal is at home wherever she may go. When this Charm is activated, the Seer gains a Linguistics specialty — the dialect of the place she is currently in, with a perfect local accent. The Sidereal may spend the required experience points while this Charm is active instantly learn the granted specialty, as a Training effect. This Charm does not give the character knowledge of the actual language of the region. Locals also treat the Sidereal as a local-born, even if as one returning from a long time ago and a long way away, forgiving her of not knowing proprieties or even the local language. This unnatural Illusion costs two Willpower to resist.
At Essence 3+ this Charm may be used to provide whole languages as well, granted temporarily without an associated Linguistics dot. This use costs an additional one Willpower to activate.
Performance
"Bringing forth harmony and joy."
Posture of Sublime Grace
Cost: 6m; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Emotion, Virtue (Compassion)
Duration: One scene
Prerequisite Charms: Perfection in Life
Those who the behold the Sidereal cannot help but feel completed by her presence, such is the way she carries herself. While this Charm is active, the Sidereal gains a +1 to Appearance, as well as imposing an unnatural Emotion of preoccupied affection toward the Sidereal on any who can sense her, if their MDVs are less than (the Sidereal's Appearance + Performance). This is enough to cause distraction and make characters generally friendly toward the Sidereal, but little else.
If the Sidereal so chooses, whenever shel takes an action — a performance, joins battle, picks a pocket, sips some tea, etc. — any beholding the act feel enriched and filled with joy by observing or participating in the act, as an additional Emotion effect. The Exalt may always channel Compassion with these actions. Both mental influences are resisted together for one Willpower to resist for an action (in long ticks if in social or mass combat, or five minutes out of combat), up to a maximum of three Willpower to resist it completely for the scene.
Socialize
"Emotional domination and unbalanced relationships," with an emphasis on lust, desire, and taboo.
Pity for the Weak
Cost: 2m; Mins: Socialize 3, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Shun the Smiling Lady
While it is the nature of the strong to dominate the weak, this uneven relationship can be twisted by those who understand it. This Charm may be activated when the Sidereal successfully negates an attack with his DV. The Sidereal projects a posture of fragile resolution, a sight that can move the hearts of his aggressors. The attacker treats it as a scene building a positive Intimacy toward the Seer. The specific emotional context (whether it be admiration, respect, or unexpected love) depends on the circumstances and may be chosen by the attacker's player. This unnatural Emotion costs one Willpower to resist.
This Charm does not function if a Charm possessing a Flaw of Invulnerability is used to defend; the Sidereal's beauty lies in his weakness, not his invulnerable strength.
Contempt for the Strong
Cost: 5m; Mins: Socialize 3, Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: Pity for the Weak
The Sidereal assumes a weak yet defiant stance expressly to undermine her attackers' image in the eyes of those who see such aggression. All onlookers treat each attack directed at the Sidereal as a scene eroding any positive Intimacies they may feel toward the attacker, as only a brute would attack such an underdog. This unnatural Emotion costs one Willpower to ignore per attack for each onlooker, up to a maximum of three Willpower to ignore it for the rest of the scene, with regard to that attacker.
Fainting Maiden Ward
Cost: 2m; Mins: Socialize 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Pity for the Weak
Vulnerability can be a great defense for those who exploit it ruthlessly. The Sidereal flails or cowers in response to an attack, every motion accentuating her inferiority in the face of the oncoming assault. Her attacker notices this weakness and it unnerves or unduly excites him, depending on temperament, causing him to suffer a (Sidereal's Appearance + 2) internal penalty on his attack roll. This unnatural Emotion costs two Willpower to resist. If it is not resisted, the attacker also suffers a cumulative -1 internal penalty on all his attacks against the Sidereal for the rest of the tick.
At Essence 3+ the Sidereal may repurchase this Charm, adding additional capabilities. If the attack still succeeds after activating this Charm, then in Step 9 the Sidereal may emit a heart-rending scream by spending 8m, 1wp as a Counterattack. Roll ([Manipulation or Appearance] + Socialize), adding (current wound penalties suffered) additional successes and compare it to the Dodge MDVs of all witnesses within earshot save the attacker himself. Those who fail succumb to an unnatural Compulsion to either assault the Sidereal's attacker or protect the Seer herself, depending on their temperament. Resisting this for the rest of the scene costs two Willpower, or one if the attacker would be considering a blatantly superior foe (i.e. difficulty 3+ on a morale roll) by the onlooker. The Compulsion persists until the attacker or Sidereal are out of sight for at least a minute, or the scene ends, whichever comes first.
Beauty is Never Tarnished
Cost: 8m, 1wp; Mins: Socialize 5, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Fainting Maiden Ward
Though he receives wounds, the hero is only more alluring for his vulnerability. Though his clothes are torn in battle, it only serves to better flaunt his handsome physique. While this Charm is active, the Sidereal is immune to Crippling effects, receiving a wound that is appears only superficial. Additionally, he receives a bonus to his Appearance equal to his unmodified wound penalty; no matter how severe his wounds, they only make him appear more rugged rather than grotesque.
Finally, the Sidereal may cleanse his body or mend his clothes automatically, and any new grime that seeks to befoul him (whether it be the splattered blood of his enemies or the soot from his forge) and all new damage to his clothing or person is always artfully done. Any stunted social roll which describes his appearance in such terms lowers its target number by one.
Hot-Eyed Snake Whispering
Cost: 2m; Mins: Socialize 2, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Choose a character the Sidereal can observe when activating this Charm. While it is active, he knows if the target character desires the Sidereal, and if so, how (friendship, romance, sex, as a political partner, torture, murder, etc.) and to what intensity. Any stunts that exploit this knowledge grant the Sidereal bonus Appearance dots equal to the bonus stunt dice until his next action.
At Socialize 5+, the Sidereal can designate someone other than himself as the subject of possible desire. The Charm lets him know if the target desires that person, and if so, how and to what intensity. If this is done, the Exalt loses the ability to gain Appearance bonuses from appropriate stunts.
At Essence 4+, the Sidereal can target to everyone he can observe with this Charm.
Presence
"Subtle imposition of will."
Word of Advice
Cost: 1m; Mins: Presence 3, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Presence in Absence Technique
To use this Charm, the Sidereal advises an individual for five minutes, one-on-one, and commits the Essence to this Charm. Afterwards, so long as the beneficiary believes she is heeding the Vizier's advice, she gains +(Essence – 1) to her Presence-based Parry MDV, her Dodge MDV, and as dice to her Presence rolls; these bonuses do not apply when used against the Sidereal. The Exalt may have up to (Essence x 2) beneficiaries at once.
The Sidereal also can ascertain a general emotional state of the beneficiaries of this Charm, regardless of distance. This is usually enough to tell if they are in danger.
A repurchase at Presence 4+ and Essence 4+ allows the Sidereal to use Presence in Absence on beneficiaries from afar, regardless of distance, as well as Loyalty-Sacrificing Sidestep if the Exalt knows it and it is valid.
Investigation
"Indirect knowledge and getting others to find knowledge for you," with an emphasis on research and a motif of living things.
Origin of Knowledge
Cost: 5m; Mins: Investigation 3, Essence 3; Type: Simple (DV -3)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: None
Any good researcher knows that knowledge is only as good as its source. To do so, the Sidereal Exalted dig into the depths of fate. This Charm must be used immediately after a piece of information is gained from some source. A source could be someone's words, a book, or any other method of conveying information. Roll (Perception + Investigation) with a difficulty dependent on how long ago the knowledge was learned by the source. If it was within the past year, the roll is difficulty 1. For every magnitude of time further back the information started, increase the difficulty by one (so ten years is difficulty 2, 100 years difficulty 3, and so on). Therefore information that was last discovered during the Primordial War is difficulty 5. This roll may have external penalties, if the source has been deliberately hidden (usually the successes on whatever roll was made to conceal it), or otherwise especially difficult to uncover. If the information's origin is outside of fate, this Charm cannot get any more specific than that.
Success immediately tells the Sidereal where the current source of the knowledge got its information, such as the person heard it in a particular lecture or the book's author found it etched into the side of an ancient Solar tomb. The Seer can immediately invoke this Charm again to find out where that source got its information. She can continue this process until she finds out in what way the knowledge was originally discovered or learned.
In a roundabout way, this Charm can be used to detect lies, since if someone tells the Sidereal a bit of information or where it came from, she can use this Charm to check to see if it originated with the speaker, or if the source was falsely given.
Larceny
"Theft of abstract things."
Creation Smuggling Procedures
Cost: 10m, 1wp; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: Until the character sleeps
Prerequisite Charms: None
The Sidereal grabs a bit of fate and tucks it safely away. When the character enters the Wyld, the Underworld, Malfeas, or any other non-Creation realm, she sneaks a measure of Creation's laws with her by craft, art, and cunning. Neither the character nor anything within ten yards of her suffers the effects of exposure to these alien realms. This Charm 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 or recover Essence in the Underworld as they would in Creation. This protection lasts only as long as the Seer remains conscious and keeps the Essence committed; the Charm shuts off when she becomes unconscious. The Sidereal cannot activate this Charm while already in some other realm of existence; Creation is smuggled in, it does not just form around her.
Bureaucracy
"Control without authority," with an emphasis on strengthening the hierarchy of an organization and, keeping to Endings, removing corruption and being about absolutes and finality.
Remove Distraction
Cost: 7m; Mins: Bureaucracy 4, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Touch, Social
Duration: Indefinite
Prerequisite Charms: Icy Hand
An organization only works at its best when it is without distraction or outside influence. Sidereal Exalted may achieve this by cutting the threads of fate that bind someone to an organization's perception. The Sidereal activates this Charm by touching someone who is not a member of a certain bureaucracy or organized group (chosen by the Sidereal) and rolling (Charisma + Bureaucracy) plus (Essence) automatic successes. If the Seer rolled more successes than the leader's Dodge MDV plus (half the organization's Magnitude), the organization is afflicted with an unnatural Illusion that blocks the target's presence or any of his actions from being noticed by the chosen organization for as long as the Seer commits the motes he spent activating this Charm.
The target can scream at office workers, send letters, or attempt to procure services, but all will go unnoticed. Note that the Illusion affects the organization as a whole, not individual members specifically; they will not notice the target while working, but while off the job they are unaffected. The effects of this Charm can be resisted by individual members of the organization if they spend one Willpower per scene. Once they spends four Willpower, the character has broken the Illusion's hold for the remainder of its duration. The leader of the organization may spend eight Loyalty to totally break the Illusion for the entire organization.
At Essence 4+, the Sidereal no longer has to commit his Essence to this Charm if he spends one Willpower on its activation; its effects are instantaneous, and last until resisted.
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