![]() "Fate" (tm) needs to be protected and the Sidereals are on 3+ Conventions making sure Creation doesn't go down the tubes. On the upside Siderals seem to have the best and most defined 'job' in Creation. (Invoking Jon Chung to explain why martial arts XYZ borks Exalted Combat has become something of a local past time.) Which seems to be an ongoing issue for me with Siderals. ![]() Sidereal Martial arts are a nightmare and sunder game logic for 'cool' factor. (Maybe MORE artifacts in 3E thanks to Evocations.) But this causes problems because in sidestepping a lot of the progressive charms in say Solar or Lunar sets it raises questions about if the fundementals of exalted life are covered and then gives us Eclipses running around with Duck Fate. Which Sidereals do via Martial Arts, Sorcery, and sometimes artifacts. The reason for this was the Maidens wanted their Chosen to focus on their duties and to come up with indirect solutions for issues. Sidereals have very, VERY short charm trees. ![]() That said, mechanically they can be buggier than a bait store, simultaniously the easier to plot for but hardest to understand (with Raksha in a close race), and most isolated due to their plot setting of the exalts. Siderals are one of the most thematically solid, well thought out, and frankly cool of the exalts types. ![]()
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