Manual of Exalted Power: Sidereals

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This page covers minor fixes and errata for the Sidereal Manual of Exalted Power. These can be found in page order in the long list below. Any areas which provoke more than about a paragraph of discussion should be spun off into their own subpage.

Errata Legend
p. 666 – Objects with a red background are official errata. These were published by the White Wolf developers.
Source: Official Errata (provide download name or date)
p. 555 – Orange background signifies comments from the authors and developers. These are semi-official and taken from e-mails, conversations and messageboards.
Source: Author or Developer (provide source such as "WW Forum" or "Conversation 01-01-2001"
p. 444 – Text with a blue background is an unofficial, fan-written clarification that explains confusingly written rules or tries to make sense out of contradictory texts.
Source: Wiki User name
p. 333 – Objects with a green background are small unofficial, fan-made houserules that attempt to fill the holes in the Exalted system. These are only suggestions. Speak to your Storyteller about these.
Source: Wiki User name


Chapter One: The Five-Score Fellowship

Chapter Two: The Bureau of Destiny

Chapter Three: Character Creation

Chapter Four: Traits

Chapter Five: Charms

p. 124 - 186 – When the Maiden keyword says that the Charm must be used to advance a plan sanctioned by the Bureau of Destiny, it refers to the Fate Planning system described on page 74.
Source: BrianSniffen
p. 124-213 – A number of charms and astrological effects alter target numbers on rolls, transform dice into automatic successes, or double DVs. The rules do not clearly state at what point during the resolution of modifiers these effects take place, nor does it indicate whether they act like dice/success/DV adders, or how they interact with the caps.
Source: Bazzalisk
p. 124-213 – I choose to houserule that effects (whether from charms, astrology, or any other source) which do any of the following three things
  • Alter target numbers.
  • Transform all dice in a pool into successes.
  • Double DV

are called auspicious effects. When resolving modifiers to a roll or static value these operations are always performed last after any other modifiers and do not count against any die-adder caps. When a charm says that it "doubles a DV" what it actually means is that it changes the DV calculation so that the pool is not divided by 2. These effects never count against a die/success-cap. Effects like these are created by the Fateful Excellency (p.127), the charms Implicit Construction Methodology (p.143), Harmonic Completion (p.148), and Perfection of the Visionary Warrior (p.156) and by the astrological effects Artless Prodigee Blessing (p.191) and Sloped Floor Curse (p.191).

Source: Bazzalisk
p. 127Water and Fire Treaty. This Charm protects against Environmental effects and explicitly Elementally-themed effects. For example, it protects against the damaging anima of a Terrestrial Exalt or against the breath of an elemental Dragon. . It does not protect against weapons or poisons in general—even if you have protection against Wood or Earth, wooden arrows, stone arrowheads, and bronze swords will still injure you. Even thrown rocks will hurt. (Guess) Alternately, swords and arrowheads are Earth and headless shafts are Wood. Meat and fists and claws are none of the elements. (Alternate Guess) Those travelling with her are similarly protected so long as they continue to journey. (for more 1e-style Theme)
Source: BrianSniffen
p. 128Water and Fire Legion. The +2 bonus mentioned is Internal. This charm is Combo-Basic: I can't think of another way to make that roll reliable, unless you're protecting villages with imps and salamanders—or is the intention that your Conviction will be enough bonus? None of the other charms with Virtue tags have the Combo tags. (Guess) The elemental in question acquires a legal obligation under the Exalted Mandate to Rule Creation. It also acquires a Compulsion, which is Unnatural Mental Influence costing 2 WP to ignore.
Source: BrianSniffen
p. 128Shield of Destiny. This is called the Shield of Mars. (for more 1e-style Theme)
Source: BrianSniffen
p. 130Storm's Eye Stance. The effect described is a Counterattack, though activating the Charm itself is not.
Source: BrianSniffen
p. 130Ordained Bridle of Mercury. There is a one-XP surcharge to cement familiars gained in this way that cannot be ridden. A scene of riding the familiar always counts as action to cement the relationship; after a number equal to the greater of the Exalt's Conviction and the Familiar's, the relationship is cemented. (for more 1e-style Theme)
Source: BrianSniffen
p. 131Godly Companion. The small god can transport itself to and from Heaven by opening the Gates. It has no special means of teleportation. (for more 1e-style Theme)
Source: BrianSniffen
p. 131Breaking the Wild Mortal. There is a one-XP surcharge to cement acquaintances gained in this way that cannot be ridden. A scene of riding the acquaintance always counts as action to cement the relationship; after a number equal to the greater of the Exalt's Conviction and the Acquaintance's, the relationship is cemented. Humans cannot be ridden in their natural shape. (for more 1e-style Theme)
Source: BrianSniffen
p. 134Walls of Salt and Ash. This is a Compulsion effect, which can be overcome by spending Willpower. Even if banned entities spend the Willpower to board the ship, your allies still have the bonus of your Essence to appropriate dice pools.
Source: BrianSniffen
p. 136Dreaming the Wild Lands. Combo-OK. Such improvised weapons typically have an Accuracy of 0, Damage of up to twice the Sidereal's Essence (Piercing), cannot be used to Parry (without a Stunt), and an unlimited Rate. Drop trees on as many people as you like. (Guess)
Source: BrianSniffen
p. 137Wilderness-Commanding Practice. There's nothing for the Virtue (Valor) tag to augment. Remove it.
Source: BrianSniffen
p. 139Life Gets Worse Approach. Any missed attack can be redirected: it doesn't have to have been aimed at the target of this Charm. The last sentence means that botched attacks using Abilities other than Thrown and Archery may be redirected. (Guess) The redirection is a Counterattack.
Source: BrianSniffen
p. 141Destiny-Knitting Entanglement. It is a Charm activation to bind the object, and another Charm activation to call it. That's why this is Reflexive. As with Call the Blade and similar re-arming Charms, it is not Comboable.
Source: BrianSniffen
p. 141World-Shaping Artistic Vision. This Charm also reduces the cost of the Auspicious Excellency whenever the enhanced action is in tune with this Charm's specialty condition. This can reduce the cost of the Auspicious Excellency to zero, and does reduce the cost of Auspicious Successes. (for more 1e-style Theme)
Source: BrianSniffen
p. 143Implicit Construction Methodology is, at essence 4, considerably better (by an two orders of magnitude) than the previous best published craft charm (craftsman needs no tools) ever gets, even at essence 10 (see Implicit Construction methodology for an example demonstrating this). This seems to me to be crazy, and stupid. Replace the word "hour" with the word "week" and the charm is fine.
Source: Bazzalisk
p.143Implicit Construction Methodology. This form of construction does not admit helpers or assistants—and the quality of available tools is irrelevant. Factory-Cathedrals and the like are of no use. Note that Sidereals never get the Charms to reduce minima for superior Artifacts, so can churn out a Grand Diaklaive in a day, but never anything larger. (for more 1e-style Theme)
Source: BrianSniffen
p. 143Implicit Construction Methodology. Re: BrianSniffen's fix, above: Actually not having access to the requirement reducers doesn't mean that at all. This charm still works for an essence 7 Sidereal, and would allow him to churn out suit of Celestial Battle-armour, a Skyship, or a Daiklave of Conquest in under a day. If this charm existed in the first age the only things which it would make sense for a non-Sidereal to bother crafting would be those which were made of moonsilver or required a factory cathedral. The Equipment and Workshop bonuses available to everyone else don't even start to compensate for the hundreds of times as many rolls (all dice of which succeed) which the Sidereal gets to make. Again I suggest changing "Hours" to "Weeks" and having done with it.
Source: Bazzalisk
p. 143Duck Fate. This can protect against Social or Shaping attacks. (for more 1e-style Theme)
Source: BrianSniffen
p. 145Blue Vervain Binding. Either party may pay the experience point.
Source: BrianSniffen
p. 146Lover's Oath. Expanding on the implication of the first paragraph, this is a wedding. (for more 1e-style Theme)
Source: BrianSniffen
p. 146Faultless Ceremony. This is Charisma + Performance roll with a bonus equal to the Sidereal's Essence. The planning committee governing the sponsors of the ritual will take noticeably favorable action at their next meeting. (for more 1e-style Theme)
Source: BrianSniffen
p. 147Defense of Shining Joy. This changes the method of calculation of Defense Value. It does not provide bonus dice from Charms or involve that limit.
Source: BrianSniffen
p. 148Ice and Fire Binding. Deputized Sidereals may participate in this Charm. (for more 1e-style Theme)
Source: BrianSniffen
p. 148Harmonic Completion. This is a bonus to a static value from a Charm. It is capped by the Sidereal's Essence.
Source: BrianSniffen
p. 149Shun the Smiling Lady. It is possible to spend Willpower to overcome the effects of this Perfect Social Attack if you are not the direct target—that is, if you would have to fall out of love with someone. It costs one point of temporary Willpower per Scene until you run out of Willpower or the Charm ends. If you fail to spend the Willpower in even one Scene, your love is broken and cannot be resumed. (for more 1e-style Theme) The Charm lasts as long as the Essence is committed.
Source: BrianSniffen
p. 149Life Without Compunction. If the associated roll succeeds, this perfectly Dodges all Dodgeable social attacks. With three or more successes, that roll acts as an immediate Social Counterattack to compel the action "sympathize with me, if not my cause." If the roll fails, the attack has succeeded as against a DV of 0. (Mechanical)
Source: BrianSniffen
p. 156Perfection of the Visionary Warrior. This changes the method of calculating DVs to remove the step "divide by two." It is thus not restricted by the rule restricting additions to DV.
Source: BrianSniffen
p. 156Force Decision. This Perfect Social Attack imposes an Unnatural Mental Influence to make the decision in this way—but not to hold to it. Reversing an important decision is opposed by strong Conviction—if your Conviction is over 3, you must fail a Conviction roll or spend a Willpower point (and gain Limit as appropriate for your type). Characters with less attachment to their decisions may reconsider them more easily. (Kurgan)
Source: BrianSniffen
p. 157Presence in Absence Technique. You specify the condition under which you'll substitute a roll when you use the Charm. When that condition arises, your fate strand is consulted for the effects of the social attack. (Mechanical)
Source: BrianSniffen
p. 158Loyalty-Sacrificing Sidestep. This is a Social Counterattack.
Source: BrianSniffen
p. 158Auspicious Recruitment Drive. This has Indefinite duration; you commit the motes while recruiting. Once you've recruited one dot, the Charm ends. If you use this in unusual places, you may be stuck with unusual recruits.
Source: BrianSniffen
p. 159Training Mandate of Celestial Empowerment. Any astrological effects in the House of Battles affect each member of the unit. They don't have to be signed by the user of this Charm. (Guess)
Source: BrianSniffen
p. 162Auspicious Prospects for (Caste). This Charm can be used in two ways. First, it can be used to transmit goals from a Maiden to her Chosen. Use it to find out a good Caste-relevant task to perform. It may or may not aid in your current difficulties, but it will smooth fate. Second, use it to confirm the value of a task named or nominated by others. Only the second takes a roll. (for more 1e-style Theme)
Source: BrianSniffen
p. 163Avoiding the Truth Technique. Combo-OK.
Source: BrianSniffen
p. 164Thought-Swiping Distraction. This always gives at least the target's Motivation, if relevant to what he is doing, and any Intimacies or strong Virtues that motivate or oppose his action. (Mechanical)
Source: BrianSniffen
p. 166Methodology of Secrets. Rather than granting three +1 specialities, this grants a single specialty that gives a +3 bonus to one Ability and a +1 bonus to the other twenty-four. (for more 1e-style Theme)
Source: BrianSniffen
p. 170Soft Presence Practice. Combo-OK.
Source: BrianSniffen
p. 171Subordinate Inspiration Technique. If the listener's roll fails, the social attack is Unexpected. If the roll succeeds, the attack continues but is not Unexpected. (Mechanical) Combo-OK.
Source: BrianSniffen
p. 171Gift of a Broken Mask. This Charm has duration One Day, and special rules governing its reactivation. It costs 5m committed for a day. For each day after that, the user must commit an additional 2m. This Charm exists to deputize citizens of Creation as members of the Five-Score Fellowship. Its extension of the Arcane Fate is purely incidental, even if it is the primary use in the Age of Sorrows. (for more 1e-style Theme)
Source: BrianSniffen
p. 173Expected Pain. This really does have a variable prelude: it gives the Sidereal time to do whatever he needs to do, so long as it is one action. That might be three ticks or seven. (Clarification)
Source: BrianSniffen
p. 174Supernal Awareness. This is not a Perfect Defense. That means that the statement "Creatures governed by fate, however, cannot conceal themselves from this Charm by any natural or supernatural means," is null. The corebook rules for conflicting Charms take precedence, using Essence+Awareness for the Sidereal's pool. Clever Sidereals will learn their opposition's Stealth Charms and look for consequences that cannot be easily hidden.
Source: BrianSniffen
p. 176Icy Hand. resisting the Compulsion costs 1W per scene until the Charm ends, until a scene occurs in which you do not spend Willpower, or until you have spent 5 Willpower. This is Unnatural Mental Influence.
Source: BrianSniffen
p. 178Preservation of Resolve. Stackable. This cannot contribute to a bonus from Charm's greater than the Sidereal's Essence.
Source: BrianSniffen
p. 178Unwavering Well-Being Meditation. This allows the Sidereal to both Dodge and Parry a single attack. It is not a bonus to either DV.
Source: BrianSniffen
p. 179Death-of-Self Meditation. Combo-OK.
Source: BrianSniffen
p. 182Blade of the Battle Maiden is widely considered to be too powerful. See Blade of the Battle Maiden for further details on this.
Source: Bazzalisk
p. 180 - 184Violet Bier of Sorrows Style. The first five Charms of this style have the keyword Maiden.
Source: BrianSniffen
p. 180 - 184Violet Bier of Sorrows Style. Giving the Maiden keyword to celestial martial arts charms seems bizzare to me, as that would require the user to get forms signed by powerful gods every time she wanted to activate her standard kung-fu techniques.
Source: Bazzalisk
p. 180Secrets of Future Strife. Replace the text with: "The character's Charm use always resets on tick zero of any combat, whether he won or lost initiative." (for more 1e-style Theme)
Source: BrianSniffen
p. 184Peaceable Conclusion. This costs 2m.
Source: BrianSniffen
p. 184Smooth Transition. The roll is Charisma+Medicine against the Essence of the necromancer that raised the dead. (for more 1e-style Theme) Combo-OK.
Source: BrianSniffen

Chapter Six: Sidereal Astrology

p.191 – If using the House Rule above for Auspicious Effects then Artless Prodigee Blessing and Sloped Floor Curse should count as such, and any modification these cause should occur last during the order of modifiers -- after any effects caused by die-adders.
Source: Bazzalisk

Chapter Seven: Storytelling

Manuals of Exalted Power

Dragon-Blooded Lunars Sidereals Abyssals
Fair Folk Infernals Alchemicals