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Exalted Versus World of Darkness
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===[[Sidereals]]=== Agents of the Five Maidens and keepers of the Loom of Fate, modern Sidereals are drawn from people with powerful but still-unrealized destinies: fated to affect the lives of millions, for good or ill. That destiny is consumed to fuel the joining, and whatever impact the Sidereal has on the world moving forward, it would be through her own means. Even during these modern nights, Sidereals still belong to five different Castes, each representing one of the Maidens of Fate: * '''Chosen of Journeys''': Those who make sure that the local Solar actually gets to where she can do the most good, at the same time gets hooked up with a helpful Hunter cell on the way there. Their anima power allows them to triple their and any nearby allies movement speed, whether on foot or in a vehicle, for the duration of a scene by spending 1 Essence. They replenish their Essence by causing, safeguarding, guiding, or helping a journey that destiny demands to happen. * '''Chosen of Serenity''': The Exalted support group, they make sure that the Chosen get rested up after a raid on a Vampire coven went bad, and that they don't fall into really bad depression as a result. Their anima power allows them and their allies to gain the warm and favorable regard of anyone who does not explicitly have an active reason to dislike or mistrust them for a scene, after spending 1 Essence. They regain Essence by bringing different parties together in accord with fate's requirements, or bring happiness or peace to those who need it in their darkest hour. * '''Chosen of Battles''': Strategists and tacticians, who make sure that the Chosen fight in battles where their might will be sorely needed. Their anima power lets them and their allies reduce damage done to them by 1 Health level after rolling soak for a scene, after spending 1 Essence. They regain Essence by starting, manipulating the results of, or creating conflicts in accordance to what destiny needs. * '''Chosen of Secrets''': Spies and information brokers, they collect the secrets of their enemies, arm their fellow Chosen with knowledge of their foes' weaknesses, and make sure the muggles ''aren't'' made aware that there was a throwdown between Solars and vampires in their neighborhood last night... Their anima power allows them and their allies protection from mind reading and magical mind control of any sort for the duration of the scene, after spending 1 Essence. They replenish their Essence by preventing the world from learning of the supernatural, including the Exalted, or by concealing or revealing a secret knowledge according to fate's demands. * '''Chosen of Endings''': The guys stuck with trying to muddle through the endings of people and nations, and hopefully through those prevent the biggest ending of all: the end of the world. Their anima power allows them and their allies an attack that inflicts at least one health level of damage after soak, which is then increased by one additional health level for the duration of the scene, after spending 1 Essence. They regain Essence by making sure conclusions destiny demand actually happen. Many Sidereals soon realize after their Exaltations that they simply don't stick in people's memories anymore, and mundane records of their existences start to disappear bit by bit. It's not absolute or infallible (and other Exalted see through it just fine), and makes living any sort of normal life difficult, but helps in protecting their anonymity. Sidereals are ideally suited to getting the '''Arcane Background''', and not only that, but they gain two dots for free. Each dot adds a die to all Stealth rolls, and subtracts a die to all attempts to track the Sidereal down, identify, or locate them. And the more dots purchased, the harder it is for people to even ''remember'' a Sideareal; at 3+ dots, records, photos, and paperwork about them simply get misplaced, or are generally unavailable for reference. Sidereals also gain '''Dynamic LARPing'''. With a bit of practice, the Sidereal can step into a false destiny, effectively ''becoming'' that person, and no one would be able to recognize them. They cannot put on a false destiny while being observed by others unless it's another Sidereal, and they will always recognize a "worn" false destiny anyway. There are of course limits to what sort of destiny a Sidereal wears, depending on their Caste. As their Essence grows more powerful, the Sidereal gains access to '''Greater Signs'''. Though they come at greater cost, these powers, when used at a pivotal moment, may alter the course of the world. They have to be at an Essence rating of 4 to even attempt, uses up a ''permanent'' point of Willpower, and lasts for an entire scene: * '''Mercury''' (Journeys): The Sidereal and allies within the same city are teleported to a point of their choosing anywhere on Earth. * '''Serenity''': Violence becomes impossible through the entire city or stretch of countryside around the Sidereal. Hostile magic use is stopped as well. * '''Battles''': No attacks directed against the Sidereal or their allies within the same city or similarly-sized area may inflict more than a single health level of damage, regardless of how many are rolled. * '''Secrets''': The Gauntlet and Shround become impassible in the city, and no Portals or similar powers may bring characters into or out of other worlds. * '''Endings''': All attacks made by the Sidereal and allies within the same city deal automatic damage rather than rolling dince. Given their connection to Fate, the Sidereals are obviously suited to being seers and prophets, and while they're still in the dark about what they are and how this whole Exaltation thing came about, are much better suited to finding out what needs to be done, ''right now''. They're also the right people to find all those scattered Solars and Lunars out there, and put them to work cancelling the Apocalypse.
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