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==Protips== * With the 2.5 errata Sidereals are, by most accounts, finally playable * Most Sidereal Martial Arts are still very broken. Use with caution. * Sidereals are mechanically quite limited in that accord to RAW they cannot design their own custom charms. This makes problem solving for things they don't have charms for very difficult. Consider investing in side-lined skills - Sorcery (and/or even Necromancy), Martial Arts (see above), sometimes even thaumathurgy can give you some edge. * The book tells you to get the Ox-Body Technique Charm as many times as possible, as extra health levels are needed against some of the more powerful enemies in Exalted. This is a grotesque lie. Having a large essence and Willpower pool and therefore the ability to use many magical dodge-anything Charms gives you dramatically better value. (Slightly fixed as of the Scroll of Errata, but increasing your pool of magical power is still better value for most characters than purchasing Ox-Body Technique.) * Depending on the theme of your game, Sidereals can be VERY versatile and varied: A game centered on a circle of bronze-faction sids can be quite fun - or as gold-sids trying to keep Solars in check * With the right archery charms you can, instead of arrows, shoot water, love, justice, racist abuse, or anything smaller than an arm (Like hedgehogs, snakes and hacked off limbs) at people. You can also turn it into a dinosaur mid-flight. * Arcane fate, the mechanic by which pretty much everyone forgets a sidereal once out of sight, can be a bitch depending on how the ST handles it. It can be kinda infuriating when the guy who gave you a quest forgets who you are and what he told you to do. {{Exalted-Classes}} [[Category:Exalted]]
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